Puzzle types documented for Loom: - Sensory Exploitation: Tower workers' visual perception exploited via Invisibility draft; Shepherds' fear exploited via Terror draft - Multi-Character Coordination: Forge Entry via Reflection as single-character identity substitution workaround - Observation Replay (existing): Full draft sequence memorization system with randomized melodic content - Pattern Learning/Knowledge Transfer (existing): Draft reversal system and mechanical grammar application Sources: 6 walkthrough files from gamefaqs, strategywiki, the-spoiler.com, walkthroughking
6686 lines
346 KiB
Plaintext
6686 lines
346 KiB
Plaintext
# Quest for Glory IV: Shadows of Darkness - Walkthrough by SAC
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# Date archived: 2018
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<h2 class="title">FAQ/Walkthrough by <a class="contrib1" href="/web/20190509132123/https://gamefaqs.gamespot.com/community/CyricZ">CyricZ</a><form action="https://web.archive.org/web/20190509132123/https://www.paypal.com/cgi-bin/webscr" method="post" target="_new" class="tipjar_form"><input type="hidden" name="cmd" value="_s-xclick"/><input type="hidden" name="encrypted" value="-----BEGIN PKCS7-----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-----END PKCS7-----"/><input type="image" src="https://web.archive.org/web/20190509132123im_/https://gamefaqs.akamaized.net/images/default/paypal_donate.gif" border="0" name="submit" alt="Donate directly to the author of this contribution" title="Donate directly to the author of this contribution"/><img alt="" border="0" src="https://web.archive.org/web/20190509132123im_/https://www.paypalobjects.com/en_US/i/scr/pixel.gif" width="1" height="1/"></form></h2>
|
||
<p><b>Version:</b> 1.2 | <b>Updated:</b> 06/19/12</p> </div>
|
||
</div>
|
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|
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|
||
<div id="faqwrap" class="ffaq">
|
||
<pre class="faqtext" id="faqtext"><span id="faqspan-1">NOTICE: The Quest for Glory series is now available at "Good Old Games",
|
||
GOG.com! If you want to experience this series, go there to buy it!
|
||
|
||
******************************************************************************
|
||
|
||
/¯¯¯¯¯¯\
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/ \
|
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| |
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| /¯¯\ |__ __ _____ ____ ______
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| / \ | || | ___|/ ___|__ __|
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| | | | || | |___ ||___ ||
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| | _ | | || | ___|\___ \ ||
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| \ \ / | \/ | |___ ___|| ||
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| \ \ |\____/|_____||____/ ||
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| \ \ |
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\ \ \/ ______ __ ______
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\_____\ \ | ___| / \ | __ \
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\ \| |___ / \| |__| |
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\ \ ___| /\ | _/
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/¯¯¯¯¯¯\ ¯| | | \/ | |\ \
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/ ___ \ | | \ /| | \ \
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| / \ ||__| \__/ |__| \_\
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||
| | \_|___ __ _________ __
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||
| | _____| | / \ | __ \ \ / /
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| | | | | / \| |__| | \/ /
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| | |__ | | | /\ | _/ \ /
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| | | | |__| \/ | |\ \ | |
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| | | | |\ /| | \ \ | |
|
||
| \__/ |______| \__/ |__| \_\ |_|
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\ / _______________
|
||
\______/ | |
|
||
|_ ______ _|
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| |\ \ / /
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| | \ \ / /
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| | \ \/ /
|
||
_| |___\ /____
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| |
|
||
|_______________|
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||
|
||
_______________________________________
|
||
| S H A D O W S O F D A R K N E S S |
|
||
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
|
||
******************************************************************************
|
||
An FAQ/Walkthrough by CyricZ
|
||
Version 1.2
|
||
E-mail: cyricz42 at yahoo.com
|
||
******************************************************************************
|
||
|
||
Table of Contents
|
||
|
||
1. Introduction
|
||
2. The Story So Far
|
||
3. Getting Started
|
||
3A. The Classes
|
||
3B. Importing a Hero
|
||
3C. Character Statistics
|
||
3D. Magic Spells and Paladin Abilities
|
||
3E. Surviving in this Crazy World
|
||
4. The Valley of Mordavia
|
||
4A. Map and Points of Interest
|
||
4B. Characters
|
||
4C. Monsters
|
||
4D. Items
|
||
5. Fighter Walkthrough
|
||
6. Wizard Walkthrough
|
||
7. Thief Walkthrough
|
||
8. Paladin Walkthrough
|
||
9. The Whole Story and Epilogue
|
||
10. Miscellany
|
||
10A. FAQ
|
||
10B. Point List
|
||
10C. Frequently Missed Points
|
||
10D. Ways to Die
|
||
10E. Conversation Trees
|
||
11. Standard Guide Stuff
|
||
11A. Legal
|
||
11B. E-mail Guidelines
|
||
11C. Credits
|
||
11D. Version Updates
|
||
11E. The Final Word
|
||
|
||
******************************************************************************
|
||
1. INTRODUCTION
|
||
******************************************************************************
|
||
|
||
Okay, I'll admit it. I love Quest for Glory. I'm absolutely crazy about the
|
||
series. The greatest thing about the series is the well-done connection
|
||
between RPG and the classic Sierra graphic adventure. Unlike most other of
|
||
Sierra's adventures, the Quest for Glory series has more non-linear elements.
|
||
The combat, the spells, the loot, and the silly puns and jokes all make for a
|
||
great adventure.
|
||
|
||
This is the fourth game in the five game series. At the very climax of your
|
||
previous adventure, you were snatched up by some weird teleportation spell.
|
||
You and your character must find a way to survive in the dark land of Mordavia,
|
||
and maybe try to help out at the same time.
|
||
|
||
Although not my favorite, I still like this game, especially the whole scary
|
||
Gothic theme to it, not to mention the Vampire theme. There are some nasty
|
||
bugs in it, though.
|
||
|
||
******************************************************************************
|
||
2. THE STORY SO FAR
|
||
******************************************************************************
|
||
|
||
In the beginning of his adventure, our hero (you) left his hometown to make a
|
||
name for himself as a true hero. He went to Spielburg, a valley that had
|
||
been cursed for many years. The Baron tried to drive away the Ogress, Baba
|
||
Yaga, but she cursed him instead, and he lost his son and daughter. The
|
||
realm was overrun with brigands and monsters, and the Baron locked himself
|
||
away in his castle.
|
||
|
||
Although a dangerous land, the Hero made many friends. He made acquaintances
|
||
of the Katta innkeepers, Shameen and Shema, and their merchant friend,
|
||
Abdulla Doo. He also met such people as Zara, the owner of the Magic Shop,
|
||
the Wizard Erasmus and his rat-like familiar Fenrus, not to mention the Dryad
|
||
who protected the woods, and the particularly nasty seller of information,
|
||
Bruno. He also went to many interesting places, including cliffs with
|
||
strange plant-life, to the majestic Flying Falls, to the meadow known as
|
||
Erana's Peace. He first learned of the great Archmage Erana there, and, even
|
||
though he was told the meadow was her final resting place, he found no
|
||
evidence to prove that.
|
||
|
||
But being a hero's more than making friends and influencing people, the Hero
|
||
set to work. He explored a cave and found a Kobold Magic User. Taking the
|
||
Kobold's key, he freed an enchanted bear, who turned out to be the Baron of
|
||
Spielburg's lost son, Barnard. This was the first stepping stone. By spying
|
||
on Bruno and another brigand's plot to overthrow their leader, the Hero found
|
||
a way into the fortress of the brigands. Passing by a great Minotaur, Toro,
|
||
the Hero invaded the fortress, snuck his way to the leader's room, and
|
||
dispelled the enchantment on her. The leader was, in reality, the Baron's
|
||
daughter, Elsa. After leaving the fortress, the Hero made a final visit to
|
||
the Ogress, Baba Yaga. Using a Magic Mirror against her, he reflected back
|
||
her own evil magic and forced her to flee the land.
|
||
|
||
After freeing Spielburg from the curse, our Hero traveled to the desert realm
|
||
of Shapeir, with the Kattas and Abdulla Doo. The Emir of Raseir had
|
||
disappeared a year ago, and a portent of evil hung over the entire realm.
|
||
The Hero met many new friends here, as well, including the Liontaur Paladin,
|
||
Rakeesh, the warrior woman, Uhura, and the Enchantress Aziza. Performing as
|
||
only a Hero can, he saved the city from the ravages of the Elementals, and
|
||
freed the spirit of the tree healer, Julanar.
|
||
|
||
After saving the city of Shapeir, he traveled to Raseir, where he made the
|
||
acquaintances of Senor Ferrari and Ugarte, who ran the illegal activities in
|
||
town. He eventually was captured and hypnotized by the evil Wizard, Ad Avis,
|
||
and taken to the Forbidden City, to obtain the Statue of Iblis, which Ad Avis
|
||
intended to use to take over the world. After escaping the tomb with the
|
||
help of a Djinni, the Hero assaulted the Palace and knocked Ad Avis off the
|
||
balcony of the Ritual Chamber. For his actions, the Hero was adopted by the
|
||
Sultan Harun al-Rashid, and became the Prince of Shapeir.
|
||
|
||
A few months after his victory in Raseir, Rakeesh's wife, Kreesha, called him
|
||
back to his homeland of Tarna. There was talk off war between two native
|
||
tribes. Rakeesh brought the Prince of Shapeir and Uhura to Tarna. The Hero
|
||
found more friends in Tarna, including Salim the Apothecary, Yesufu the
|
||
Simbani Warrior, and Johari the Leopardwoman. The Hero brought peace between
|
||
the two tribes by returning their sacred artifacts, and traveled to the Lost
|
||
City of Eastern Fricana to put an end to the Demons that caused the war.
|
||
After defeating them, the Hero was summoned away by dark magic. What will
|
||
become of him now? The only way to find out is to play this here game.
|
||
|
||
******************************************************************************
|
||
3. GETTING STARTED
|
||
******************************************************************************
|
||
|
||
=================
|
||
3A. The Classes =
|
||
=================
|
||
|
||
Once you start a new game, you'll have the choice of picking one of the
|
||
game's three classes. Any class can easily complete the game, of
|
||
course, but some have harder times at survival than others.
|
||
|
||
---
|
||
|
||
The Fighter
|
||
|
||
You are renowned for your aptitude of survival when faced with many a foe.
|
||
You have knowledge of many forms of combat, both close and ranged, but the
|
||
place you are truly in concert is with your sword and shield. There, you are
|
||
a work of art to behold.
|
||
|
||
The Fighter is the most straight-forward class. He speaks mostly through his
|
||
blade, and his diplomacy is through his muscles. Choose the Fighter if you
|
||
have a thrist for the blood of the enemy.
|
||
|
||
Starting Stats:
|
||
|
||
Strength: 250
|
||
Intelligence: 200
|
||
Agility: 225
|
||
Vitality: 225
|
||
Luck: 200
|
||
Communication: 200
|
||
Weapon Use: 250
|
||
Parry: 250
|
||
Dodge: 200
|
||
Throwing: 200
|
||
Honor: 200
|
||
|
||
You start the quest with Platemail Armor, and a Money Pouch with two Crowns.
|
||
|
||
---
|
||
|
||
The Wizard
|
||
|
||
Your flair for the arcane is most promising. Although you have yet to
|
||
compare yourself to great masters of magic such as Erasmus, Kreesha, or Erana,
|
||
the way you intelligently spin your weave of sorcery leaves many impressed
|
||
with your skills. You have proven yourself a force to be reckoned with with
|
||
the creation of your Wizard's Staff. Unfortunately, you were forced to
|
||
sacrifice it in order to save Tarna. Maybe the opportunity for a new Staff
|
||
will arise.
|
||
|
||
Choose the Wizard in order to master the skills of the great ones. The
|
||
Wizard often uses his magic to solve problems and open new opportunities.
|
||
|
||
Starting Stats:
|
||
|
||
Strength: 200
|
||
Intelligence: 250
|
||
Agility: 200
|
||
Vitality: 200
|
||
Luck: 200
|
||
Communication: 225
|
||
Weapon Use: 200
|
||
Dodge: 200
|
||
Magic: 250
|
||
Honor: 200
|
||
|
||
Spell Skills:
|
||
|
||
Open: 200
|
||
Detect Magic: 200
|
||
Trigger: 200
|
||
Dazzle: 200
|
||
Zap: 250
|
||
Calm: 200
|
||
Flame Dart: 250
|
||
Fetch: 200
|
||
Force Bolt: 150
|
||
Levitate: 200
|
||
Reversal: 150
|
||
Juggling Lights: 150
|
||
Lightning Ball: 150
|
||
|
||
You start the quest with Leather Armor, and a Money Pouch with two Crowns.
|
||
|
||
---
|
||
|
||
The Thief
|
||
|
||
Your associates both fear and respect you. Your name is whispered in the
|
||
underground as tales of your exploits are more and more exaggerated. You
|
||
have not only the power to remain undetected, but in the off chance that you
|
||
are, you also have the amazing ability to escape the fuzz with your skin
|
||
intact.
|
||
|
||
The Thief is a man of accomplishing tasks in an indirect fashion. Mordavia's
|
||
not a big thief-friendly town, but there's always a job or two open to you.
|
||
|
||
Starting Stats:
|
||
|
||
Strength: 200
|
||
Intelligence: 200
|
||
Agility: 250
|
||
Vitality: 200
|
||
Luck: 200
|
||
Communication: 200
|
||
Weapon Use: 200
|
||
Dodge: 225
|
||
Stealth: 200
|
||
Lockpicking: 200
|
||
Throwing: 200
|
||
Climbing: 200
|
||
Acrobatics: 150
|
||
Honor: 150
|
||
|
||
You start the quest with Leather Armor, and a Money Pouch with two Crowns.
|
||
|
||
---
|
||
|
||
Once you select your class, you'll have the opportunity to name him, and
|
||
adjust his base statistics. You have a pool of 100 points, which you can
|
||
distribute to your skills in any amount you wish.
|
||
|
||
If you want to add points to a skill that your class doesn't normally have,
|
||
you can do so, but you'll have to spend all hundred points for that one
|
||
skill. In this manner, you can give yourself a skill you could not normally
|
||
have.
|
||
|
||
Speaking of creating hybrids, I personally don't like it, for every class can
|
||
reach 500 Puzzle Points, and if you want to do particular acts, just use that
|
||
class. Of course, if you like being able to cast spells while sneaking
|
||
around in houses you've broken into, go right ahead.
|
||
|
||
If you give a Fighter or Thief Magic, you'll start with Detect, Flame Dart,
|
||
and Force Bolt, all at a skill of 100, and Zap with a skill of 150.
|
||
|
||
======================
|
||
3B. Importing a Hero =
|
||
======================
|
||
|
||
Another one of Quest for Glory's charms is the ability to carry your hero
|
||
over from previous adventures. Click on Import Character when you start the
|
||
game and you'll be allowed to pull a character from a disk from any of the
|
||
three previous Quest for Glory games.
|
||
|
||
You'll be installed in the new quest much the same as you left yourself from
|
||
Tarna. All your stats will be the same as you left them, unless they are
|
||
below the entry level of skill for your class, in which case they will be
|
||
increased to that entry level. This includes Spell Skills. Happily, you'll
|
||
still be given the 100 point pool to use as you like.
|
||
|
||
If you're missing spells when you import, you'll be given all of them.
|
||
|
||
Of course, there's no inventory to import here, since you "lose" all your
|
||
stuff travelling to Mordavia.
|
||
|
||
When you import, you'll also have the option of changing your class
|
||
before you start. If you change your class, you'll have all the
|
||
starting stuff of the new class, and all the skills of the old class,
|
||
and you'll have 100 points for every skill you didn't have of the new
|
||
class. It's a big mess.
|
||
|
||
---
|
||
|
||
The Paladin
|
||
|
||
This class is not accessible for creating a character. You must have earned
|
||
it during Quest for Glory 2 or 3, (check my respective guides for how to earn
|
||
the right), and imported your Paladin.
|
||
|
||
As the most honorable Paladin, you'll be much like a Fighter, but you'll also
|
||
have some special abilities. These will be described in the Spells section.
|
||
|
||
Also, in this game, there are certain tasks that ONLY the Paladin can
|
||
perform, so it's worth your time to explore this "hidden" character.
|
||
|
||
==========================
|
||
3C. Character Statistics =
|
||
==========================
|
||
|
||
On your Character Screen, you can observe how your stats change. Here are
|
||
all the stats and how to increase them. Every stat maxes out at 400.
|
||
|
||
---
|
||
|
||
Attributes (Basic Stuff) -
|
||
|
||
Strength: Your physical prowess, Strength determines how hard you can hit,
|
||
how well you can muscle your way through things, and how much you can carry.
|
||
Strength is the most useful for the Fighter, since he spends most of his time
|
||
using his muscles. Strength also determines how many Health Points you have.
|
||
|
||
- You can increase Strength through physical exercise and through combat
|
||
(particularly by striking).
|
||
|
||
Intelligence: Your mental prowess. Intelligence is most useful for Wizards.
|
||
Not only does it determine how effective spells are, but also factors
|
||
directly to Mana Points.
|
||
|
||
- You can increase Intelligence by casting spells, learning things, solving
|
||
puzzles, or making good moves in combat (i.e. successfully dodging an attack
|
||
and counterstriking).
|
||
|
||
Agility: This is a measure of how well you can move. A good Agility means you
|
||
can duck, dodge, and hide better. Thieves need top-notch Agility to perform
|
||
their myriad skills. Agility also factors towards Stamina Points.
|
||
|
||
- You can increase Agility by performing some of the Thief skills (Climbing,
|
||
Lockpicking, Stealth), or through combat (particularly Dodging).
|
||
|
||
Vitality: Although most useful for Fighters, Vitality is good for everyone to
|
||
have. This measures your ability to take damage well. Vitality factors
|
||
directly to your Health Points and Stamina Points as well.
|
||
|
||
- You can increase Vitality through most any physical action, particularly by
|
||
taking damage in combat.
|
||
|
||
Luck: A very mysterious skill, Luck factors into a lot of things, and is most
|
||
useful to the Thief. I'd imagine Luck is drawn against when performing a
|
||
skill that has a chance of failing, as well as random stuff like monster
|
||
encounters.
|
||
|
||
- Increasing Luck is not very well understood. In this game, Luck seems to go
|
||
up with most any action you perform. It's pretty slow in this game, though.
|
||
|
||
Communication: This is a skill which started in Quest for Glory II. This is
|
||
your ability to speak well, but for some reason, there's no point in the game
|
||
that you are required to utilize it.
|
||
|
||
- Increase Communication by talking with people.
|
||
|
||
---
|
||
|
||
Skills (Specific Stuff) -
|
||
|
||
Weapon Use: Everyone has this skill, since everyone has a weapon. This is
|
||
the skill of sticking your pointy object into the other guy. A high Weapon
|
||
Use factors towards damage caused and successful strikes.
|
||
|
||
- Increase Weapon Use by attacking in combat.
|
||
|
||
Parry: Only Fighters have a true need for this skill, since stopping enemy
|
||
attacks is much easier with a sword or shield than it is with a dagger. A
|
||
higher Parry skill indicates a better chance at taking less damage while
|
||
parrying a weapon.
|
||
|
||
- Increase Parry by blocking or parrying in combat (more so if you're
|
||
successful).
|
||
|
||
Dodge: Everyone has Dodge. One can't take hits forever, and a good Dodge
|
||
skill ensures that you'll be able to avoid blows more successfully.
|
||
|
||
- Increase Dodge by dodging in combat (more so if you're successful).
|
||
|
||
Stealth: An essential Thief Skill. No people want their houses robbed by
|
||
someone who bangs around like a drunk Moose. Having Stealth activates the
|
||
"Sneak" ability, which makes you much less noticable to baddies or the
|
||
occasional law officer.
|
||
|
||
- Increase Stealth by having Sneak active. Just Sneak everywhere and you'll
|
||
max it out eventually, but it's quite slow in the game.
|
||
|
||
Lockpicking (aka Pick Locks, I hate grammatical errors): To get into realms of
|
||
fabulous cash and prizes, you'll need to open door number 1, and your
|
||
Thief's Toolkit helps, but you need the skill to use it.
|
||
|
||
- Increase Lockpicking by doing so. One place you can do this (without
|
||
actually picking any locks, mind you), is to go to one of the safes in the
|
||
Thieves' Guild, click the Hand on it, and click on Crack Safe. Even if you
|
||
already cracked it, you'll gain skill.
|
||
|
||
Throwing: Useful for both Fighters and Thieves, a good Throwing skill can peg
|
||
a monster with a few extra rocks or daggers before they get close enough to
|
||
fight up close. Throwing can also be used to hit or knock off things that
|
||
are far off.
|
||
|
||
- Increasing Throwing can come from throwing rocks or daggers out on the
|
||
forest.
|
||
|
||
Climbing: Another Thief Skill, you'll need it for scaling walls, trees, gates,
|
||
ropes, and other non-ladder surfaces. But, it should seem simple to some
|
||
other classes, since it mostly involves Strength.
|
||
|
||
- Increase Climbing by, naturally, climbing. Best place to do this is in any
|
||
tree (if you use the Eye and you see something about pine trees, you know
|
||
you can climb that tree).
|
||
|
||
Acrobatics: This a new Thief Skill. The concept was introduced in Quest for
|
||
Glory III, but now it's an actual skill. With it, you can jump, flip, and
|
||
twist in the air with some amazing flair.
|
||
|
||
- Increase Acrobatics by jumping (it's a skill in your Special Menu).
|
||
|
||
Magic: The Wizard's skill at manipulating reality. Not much else to say
|
||
about this, generally. More will be said in the Spells section about each
|
||
individual spell's effectiveness.
|
||
|
||
- Increase Magic by casting, casting, and casting some more.
|
||
|
||
Honor: This is the measure of the good deeds one does throughout his quest.
|
||
This is a skill which started in Quest for Glory II. A high Honor is a
|
||
measure of a true hero, and helps towards becoming a Paladin. By the way,
|
||
Honor can never have points assigned to it in the opening.
|
||
|
||
- Increase Honor by doing honorable actions. Many specific quest actions
|
||
will increase honor, and more simple ways are by giving gifts, such as
|
||
flowers, to people, such as the Rusalka.
|
||
|
||
---
|
||
|
||
General Health Points -
|
||
|
||
Health Points: If you hit 0, you die. Pretty simple. The maximum amount of
|
||
Health you have is determined by adding two-thirds of your Vitality to
|
||
one-third of your Strength. So, if you have a Strength of 30 and a Vitality
|
||
of 60, your Health Point max is 50.
|
||
|
||
Stamina Points: This is your measure of stamina for performing strenuous acts,
|
||
such as fighting, casting spells, running, throwing, climbing, etc. Your
|
||
max Stamina is determined by adding one-half of your Agility to one-half of
|
||
your Vitality.
|
||
|
||
Mana Points: Mana is your measure of magical energy. Each spell uses a
|
||
certain amount of mana. Your max Mana is determined by adding two-thirds of
|
||
your Magic Skill to one-third of your Intelligence. Naturally, if your
|
||
Magic Skill is zero, your Mana Points will also be zero, no matter how high
|
||
your Intelligence.
|
||
|
||
---
|
||
|
||
Scores -
|
||
|
||
Puzzle Points: Much like most other Sierra games, you get points for doing
|
||
special acts. The max is 500, and every class has its own special way of
|
||
reaching that high. In the Miscellany section, there's a Point List.
|
||
|
||
========================================
|
||
3D. Magic Spells and Paladin Abilities =
|
||
========================================
|
||
|
||
While so many games give you a billion offensive spells to eviscerate
|
||
your enemies, Quest for Glory take a different approach. Sure, the
|
||
magic users of other games can lay waste to any bad guy, but what
|
||
happens if they misplace their keys, or if they need to reach the book
|
||
at the top of the shelf? This is why Quest for Glory makes the Wizard
|
||
skilled in a bunch of all-around magic.
|
||
|
||
Each spell can be built up to 400 in skill by casting it repeatedly.
|
||
|
||
---
|
||
|
||
Older Spells (Spells in previous games):
|
||
|
||
"Open"
|
||
MP: 6 (although it says 2 in the Spell Menu)
|
||
Found: Wizards begin with it.
|
||
Description: Open is useful for unlocking simple locks and opening doors.
|
||
Use it when you want to hang back from the thing you open.
|
||
|
||
"Detect Magic"
|
||
MP: 2
|
||
Found: Any class with Magic begins with it.
|
||
Description: This is a very general spell, and is used to detect any existing
|
||
magical auras in the immediate area.
|
||
|
||
"Trigger"
|
||
MP: 3
|
||
Found: Wizards begin with it.
|
||
Description: This lovely little spell can be used to set off any magical
|
||
spells in the immediate area. It can make invisible things visible,
|
||
activate teleport spells, or set off magical traps while the caster is still
|
||
at a safe distance. Pretty handy.
|
||
|
||
"Dazzle"
|
||
MP: 3
|
||
Found: Wizards begin with it.
|
||
Description: Dazzle creates a brilliant flash of light that will stun
|
||
anything for a small time while it pauses to rub its eyes. This only works,
|
||
naturally, if the creature HAS eyes. Having more skill in this spell will
|
||
cause monsters to be delayed for longer.
|
||
|
||
"Zap"
|
||
MP: 3
|
||
Found: Any class with Magic begins with it.
|
||
Description: Casting Zap will charge your weapon with magical energy. The
|
||
next strike will release the energy. It can only be cast once at a time.
|
||
Increasing your skill will increase the damage done with the charged weapon.
|
||
To quickly increase your skill in this spell, cast it in combat.
|
||
|
||
"Calm"
|
||
MP: 4
|
||
Found: Wizards begin with it.
|
||
Description: Since most Magic Users like to avoid direct combat, you can use
|
||
this spell to immediately cause any threatening monster to cease its hostile
|
||
intent and contemplate the universe and its bellybutton. This works on most
|
||
enemies with a pulse. It's ineffective in actual combat, however. Having
|
||
more skill in this spell will cause monsters to be delayed for longer.
|
||
|
||
"Flame Dart"
|
||
MP: 5
|
||
Found: Any class with Magic begins with it.
|
||
Description: The Flame Dart produces a small ball of magical flame which you
|
||
can direct at an opponent, either in combat or while still at a distance.
|
||
It can also be used, to burn things. As you increase in skill, your Flame
|
||
Darts will do more damage.
|
||
|
||
"Fetch"
|
||
MP: 5
|
||
Found: Wizards begin with it.
|
||
Description: Fetch is useful for grabbing objects that are distant. It can
|
||
mostly be used on small, non-living objects. With practice, you can use it
|
||
to move objects from one place to another.
|
||
|
||
"Force Bolt"
|
||
MP: 6
|
||
Found: Any class with Magic begins with it.
|
||
Description: Force Bolt creates a globe of forceful energy. This can be used
|
||
to attack enemies or to give things that little extra push from far off.
|
||
This spell can be used in close combat.
|
||
|
||
"Levitate"
|
||
MP: 7 (Initial cast, continually drains MP while active)
|
||
Found: Wizards begin with it.
|
||
Description: Levitate allows you to move up and down in your plane of
|
||
existence. You cannot, however, move to side to side, but you can, in
|
||
theory, grab ledges or whatever while floating to pull yourself up onto
|
||
solid ground.
|
||
|
||
"Reversal"
|
||
MP: 8
|
||
Found: Wizards begin with it.
|
||
Description: Reversal will allow any spell cast at you to be reflected. This
|
||
may not always be back at the caster. It should be pointed out that this
|
||
only works where direct attacks are concerned, and any spell that has an
|
||
area effect will not be repelled by Reversal.
|
||
|
||
"Juggling Lights"
|
||
MP: 8
|
||
Found: Wizards begin with it.
|
||
Description: While not a particularly useful spell, you can use this to light
|
||
up a dark area.
|
||
|
||
"Summon Staff"
|
||
MP: 5
|
||
Found: Wizards begin with it.
|
||
Description: Although you techincally know how to summon a Staff, you lost
|
||
yours in your last adventure. If you come across a way to find or make
|
||
another, you can use this spell again.
|
||
|
||
"Lightning Ball"
|
||
MP: 10
|
||
Found: Wizards begin with it.
|
||
Description: This is another combat attack spell. It causes a serious amount
|
||
of damage, but it also costs quite a bit of MP. Shocking.
|
||
|
||
---
|
||
|
||
New Spells to this Game:
|
||
|
||
"Frost Bite"
|
||
MP: 15
|
||
Found: Taught to you by Katrina upon your first meeting outside the town
|
||
gates.
|
||
Description: Definitely good for giving bad guys the cold shoulder, this
|
||
spell casts a core of frigid air in their direction. The nice thing about
|
||
this spell is that it's an area effect spell, and if an opposing spellcaster
|
||
uses Reversal, it'll have no effect. Some enemies, like the Undead, are
|
||
immune to ice attacks.
|
||
|
||
"Ritual of Release"
|
||
MP: 20
|
||
Found: Taught by the Faery Folk in the forest.
|
||
Description: This is mostly a story-based spell. It has no real use except
|
||
for one thing, to remove the Staff of Erana from its rock in the town, and
|
||
you cannot remove it until the time is right. As it only has one use, there
|
||
is no need to practice it, and you will not carry it to the fifth game.
|
||
|
||
"Hide", aka "Invisibility"
|
||
MP: 6
|
||
Found: Taught by Baba Yaga in exchange for some gruesome food.
|
||
Description: This is a cute little spell. Not terribly useful in a lot of
|
||
situations, but it's good for getting a bad guy off your tail. Casting Hide
|
||
will make you invisible, but you cannot move while the spell is in effect,
|
||
or you'll break it. You CAN however, cast other spells while it's active.
|
||
|
||
"Aura"
|
||
MP: 8
|
||
Found: Taught by Magda, the Gypsy Fortuneteller
|
||
Description: The Undead have a nasty habit. Some of the more powerful ones
|
||
(like Wraiths) have the power to suck the life out of a person just from
|
||
being near them. Using this spell will partially negate those effects. Of
|
||
course, if the Undead has other abilities, like magic spells, those will
|
||
still hurt.
|
||
|
||
"Protection"
|
||
MP: 7
|
||
Found: Erana's Garden, with a little magical help
|
||
Description: As we all know, Wizards aren't too big on the up close and
|
||
personal aspects of combat, but sometimes it cannot be avoided, so for the
|
||
Wizard who's too close to snapping jaws, consider this spell, which will
|
||
reduce the amount of physical damage taken. Magic attacks are unaffected.
|
||
|
||
"Resistance"
|
||
MP: 10
|
||
Found: Be granted the spell while summoning Erana's Staff
|
||
Description: This spell is useful for warding off the effects of elemental
|
||
magic attacks, such as heat, cold, or lightning. It also protects you
|
||
somewhat from the natural occurences of these elements.
|
||
|
||
"Glide"
|
||
MP: 10
|
||
Found: Dr. Cranium's Lab when you ask about Magic
|
||
Description: Although a bit limited, you'll nonetheless find a use for this
|
||
spell. It allows you to skim across a pool of water as if it were ice. This
|
||
can be done on most any liquid surface as long as it's not too turbulent.
|
||
Note that you will not carry this spell into the fifth game, so don't feel
|
||
obligated to practice it.
|
||
|
||
---
|
||
|
||
Paladin Abilities:
|
||
|
||
"Flaming Sword"
|
||
Description: The first ability gained is the ability to encase the Paladin
|
||
Sword with a blue flame, which will do more damage. Of course, you'll need
|
||
a Paladin Sword before you can invoke the flame.
|
||
|
||
"Healing"
|
||
Earned at 230 Honor Points
|
||
Description: This goes under your Magical Spells. Cast it upon yourself or
|
||
others to increase Health Points. It drains your Stamina when you use it,
|
||
and the higher your Stamina, the more Health you'll replenish.
|
||
|
||
"Sense Danger"
|
||
Earned at 250 Honor Points (but it works even if you don't have it)
|
||
Description: Once this skill is earned, you'll automatically be able to sense
|
||
whenever you're in any kind of danger.
|
||
|
||
"Honor Shield"
|
||
Earned at 280 Honor Points
|
||
Description: This skill allows you to take less damage when attacked.
|
||
|
||
===================================
|
||
3E. Surviving in this Crazy World =
|
||
===================================
|
||
|
||
Surviving the Interface
|
||
|
||
This game uses a variation on the classic Sierra mouse interface. The text
|
||
parser of the first two games is gone. You'll use different mouse icons to
|
||
interact. Move the mouse off the top of the screen to select a different
|
||
icon. You can also cycle through the icons using the right mouse button, or
|
||
use the third mouse button to cycle between the one currently active and Walk.
|
||
|
||
The first icon is the Walk icon, which looks like footprints. Click it
|
||
anywhere to walk to that location.
|
||
|
||
The second icon is the Look icon, represented by an eye. Click to look at
|
||
stuff.
|
||
|
||
The third icon is the Touch icon, represented by a hand. Click on objects to
|
||
take, search, or manipulate them.
|
||
|
||
The fourth icon is the Talk icon, represented by a mouth. Click on people to
|
||
ask them about things, or on yourself to tell about things.
|
||
|
||
The fifth icon is the Special icon, which looks like a swirly thing. Click
|
||
on it to open a new window. In this new window:
|
||
|
||
- Click on the image of you running to start running.
|
||
|
||
- Click on the image of you sneaking to start sneaking (if you have Stealth).
|
||
|
||
- Click on the image of you snoozing to sleep for certain amounts of time.
|
||
|
||
- Click on your studly portrait to view your Character Screen.
|
||
|
||
- Click on the hourglass to get the time of day. You'll get a view of the sun
|
||
or moon in its travelling across the sky (from left to right).
|
||
|
||
- Click on the image of you curled up in the air to jump around, if you have
|
||
the Acrobatics ability.
|
||
|
||
- Click the question mark and hover over other icons to learn about them.
|
||
|
||
The sixth icon is the Magic Icon, which looks like a five-pointed star.
|
||
Click it to open a Magic Spells window. There, you can use the eye to get
|
||
info about a spell, the hand to pick a spell to cast, the question mark to
|
||
get info about the other icons, and the OK to close the window. Each magic
|
||
spell is represented by a different icon:
|
||
|
||
Open: Key
|
||
Detect: Eye
|
||
Trigger: Circular Flash
|
||
Dazzle: Multiple Sparkles
|
||
Zap: Sword
|
||
Calm: Open Hand
|
||
Flame Dart: Small Fire
|
||
Fetch: Grasping Hand
|
||
Force Bolt: Small Star-type Ball
|
||
Levitate: Ball with Vertical Lines under it
|
||
Reversal: Arrow that Curves
|
||
Juggling Lights: Three Balls on the outside of a Circle
|
||
Summon Staff: Staff
|
||
Lightning Ball: Ball with Electricity
|
||
Frost Bite: Snowflake
|
||
Ritual of Release: Eight-pointed Star
|
||
Hide: A vertical line with half a man on one side
|
||
Aura: Top half of a Sunburst
|
||
Protection: Shield
|
||
Glide: A curved Chevron
|
||
Resistance: Dual Arrows
|
||
|
||
Some spells need to be targeted. Once you select them, you'll see a
|
||
crosshair. Click the crosshair on your target to cast it there.
|
||
|
||
The seventh icon is the Active Item Icon. Click on it to use the Inventory
|
||
Item you have recently selected. Click the item where you want to use it.
|
||
|
||
The eighth icon is the Inventory Icon, which looks like a chest. Click on it
|
||
to access the inventory window. There, you can use the eye to look at an
|
||
item, the hand to take an item to use, the question mark to get info about
|
||
the other icons, and the OK to close the window.
|
||
|
||
The ninth icon is the Console Icon, which looks like a slider. Use it to
|
||
bring up the menu to Save, Restore, Restart, or Quit your game, as well as
|
||
adjust the speed, difficulty, and so on.
|
||
|
||
The tenth icon is the Help icon, which looks like a question mark. Hover it
|
||
over any other icon to get info about it.
|
||
|
||
While the interface is hidden at the top of the screen, you'll have a small
|
||
status bar in its place. This measures your Health, Stamina, and Mana points
|
||
in bar meters so that you can keep an eye on them. If your Health bar turns
|
||
green, you've been poisoned. To the right of the Mana bar is an area to show
|
||
what spells you have cast that are currently active on your person. It
|
||
monitors Reversal, Zap, Protection, Aura, and Resistance.
|
||
|
||
---
|
||
|
||
Mordavian Survival
|
||
|
||
Let's start with SAVE OFTEN!!!
|
||
|
||
You are a human, and as such, you'll need to eat, sleep, and keep from
|
||
getting hurt too much.
|
||
|
||
If you have Rations bought from the General Store, you'll eat automatically.
|
||
You also have the option of dining every morning and night at the Hotel
|
||
Mordavia (included in the cost of your stay).
|
||
|
||
Sleeping is another concern. If you do not sleep for a couple of days, your
|
||
stamina will drop much quicker. It's generally advisable to sleep every day,
|
||
and to get a full night's rest, you need to sleep before midnight.
|
||
|
||
There are a few places to sleep in Mordavia. Of course, the Hotel Mordavia
|
||
is a nice place. You can also sleep in front of Erana's Staff, out in the
|
||
Gypsy Camp (when they let you in), and in Erana's Garden. Anywhere else the
|
||
game will not let you sleep.
|
||
|
||
Staying alive in a combat sense is pivotal, of course. Potions to restore
|
||
Health or cure poison can be received from Dr. Cranium. Once you tell him
|
||
the respective formulae, you can pick up a new potion every day. You can
|
||
also cure yourself from poison by drinking water from the pool in Erana's
|
||
Garden.
|
||
|
||
To restore mana, you'll need to go to Erana's Garden. The tree in the center
|
||
island has Mana Fruit, and you can get one a day. You'll need to cast Fetch
|
||
to get them.
|
||
|
||
Unfortunately, there is no potion to restore Stamina, so you'll have to rely
|
||
on resting. Also, your stamina steadily increases while in combat (call it
|
||
an adrenaline surge), so sitting still while in combat will allow it
|
||
regenerate.
|
||
|
||
---
|
||
|
||
Surviving Combat
|
||
|
||
When beset by a monster, the music will generally change and you'll see the
|
||
monster bearing down upon you. At a distance you can throw rocks or daggers
|
||
at it, or perhaps cast some combat related spells, such as Zap, Flame Dart,
|
||
Force Bolt, Lightning Ball, Frost Bite, Calm, Dazzle, Hide, Aura, Reversal,
|
||
or Protection.
|
||
|
||
When the monster gets close enough, you will engage in combat, which will
|
||
take place on a special screen.
|
||
|
||
This is quite different from the other forms of combat in the previous games.
|
||
In this game you can use the mouse to click on certain points and attack in
|
||
certain manners.
|
||
|
||
The basic setup for combat puts you on the left side of the screen, and your
|
||
opponent on the right.
|
||
|
||
Clicking the right mouse button anywhere on ground level but yourself will
|
||
swing your weapon. Clicking the left mouse button on the monster will do the
|
||
same.
|
||
|
||
Clicking the left mouse button in front of you will move you forward, and
|
||
clicking it behind you will move you backwards.
|
||
|
||
Clicking the left mouse button above you will cause you to jump, and clicking
|
||
the right mouse button above you will cause you to perform a jump-slash.
|
||
|
||
Clicking the left or right mouse buttons on yourself is for defense. You'll
|
||
either dodge or parry, depending on which button, which monster, and which
|
||
class you are. Note that Fighters and Paladins CAN block certain projectile
|
||
attacks with their Shield.
|
||
|
||
There's also a menu bar at the bottom of the screen. On the left side are
|
||
your Stamina, Mana, and Health bars. On the bottom right is the enemy's
|
||
Health bar.
|
||
|
||
Above the enemy's Health Bar may be several buttons. There may be certain
|
||
buttons that are or aren't there depending on your skill with magic.
|
||
|
||
The Left pointing Arrow will make you run away from battle.
|
||
|
||
The "S" will start up Strategy Combat, which basically does the fighting for
|
||
you. You can adjust your character's aggressiveness, etc with a menu bar
|
||
that you'll bring up by clicking the left mouse button, and you can drop back
|
||
out of Strategy Combat with the right mouse button.
|
||
|
||
There may also be spells between those two buttons. If you wish to fire up a
|
||
spell, hold down the button, and the Spell Strength bar (bottom center) will
|
||
fill up. When it maxes, you'll cast your spell at the enemy.
|
||
|
||
The spells from left to right are as follows: Zap (which doesn't need to be
|
||
charged, Flame Dart, Lightning Ball, Force Bolt, and Frost Bite (once you get
|
||
it).
|
||
|
||
Also, if you're a Thief, you can right click on the menu bar and you'll throw
|
||
daggers at the enemy.
|
||
|
||
Once you kill your enemy, you can search him if you wish, but the only bad
|
||
guys you'll find stuff on are Revenants, Chernovy Wizards, and Wraiths.
|
||
|
||
---
|
||
|
||
Surviving Financially
|
||
|
||
The currency of Mordavia is the golden crown and the copper kopek. There are
|
||
100 kopeks to a crown. You'll have to find your money mostly, since you
|
||
won't start with any of your own.
|
||
|
||
Opportunities for more money aren't all that common, but a big load of cash
|
||
isn't all that necessary.
|
||
|
||
Renewable Resources:
|
||
|
||
Revenants and Chernovy Wizards carry money. This is the only renewable
|
||
source of income in the game.
|
||
|
||
Non-Renewable Resources:
|
||
|
||
Killing Wraiths is by far the most profitable way to earn more money, but
|
||
there are only a limited number.
|
||
|
||
There is also some money to be found in odd places. At the beginning, you
|
||
can get some cash, and there's a hoard in Erana's Garden for you to take
|
||
(honorably, of all things). Search the stump at the town gates for some
|
||
more money, and the castle has a few spots with money.
|
||
|
||
There's also a little bit of thieving to be done, where you can pick up
|
||
some extra cash. It's not much, but then, you don't need much.
|
||
|
||
******************************************************************************
|
||
4. THE VALLEY OF MORDAVIA *CONTAINS SPOILERS*
|
||
******************************************************************************
|
||
|
||
Mordavia will probably remind you much of Spielburg, in both terms of scenery
|
||
and game-like. The name means "Dark Valley", and for many years, it has
|
||
suffered a curse of darkness. You'll learn more as you explore.
|
||
|
||
================================
|
||
4A. Map and Points of Interest =
|
||
================================
|
||
|
||
Mordavia is divided into screens, much like Spielburg.
|
||
|
||
=====
|
||
‡ GC* ‡
|
||
‡ ‡
|
||
===== ===== ===== ===== -----
|
||
‡ CB* ‡ ‡ TM* ‡ ‡ W/ | | ‡
|
||
‡ ‡ ‡ ‡ ‡ | | ‡
|
||
----- ----- ----- ----- =====
|
||
‡ CG ‡ ‡ TG ‡ ‡ | ‡
|
||
‡ ‡ ‡ ‡ ‡ | ‡
|
||
----- ===== ----- ===== ----- ----- =====
|
||
‡ | | ‡ ‡ CY* ‡ | | ‡
|
||
‡ | | ‡ ‡ ‡ | | ‡
|
||
----- ----- ----- ===== ----- ----- ----- -----
|
||
‡ | ‡ | W/ | | L | | W/ ‡
|
||
‡ | ‡ | | | | | ‡
|
||
----- ----- ----- ----- ----- ===== ----- =====
|
||
‡ | | | G/ | ‡ EG ‡ ‡
|
||
‡ | | | | ‡ ‡ ‡
|
||
===== ===== ----- ----- ----- ----- ----- ----- =====
|
||
‡ | | | W/ ‡ | | FF/ | | ‡
|
||
‡ | | | ‡ | | | | ‡
|
||
----- ----- ----- ===== ----- ----- ----- ===== -----
|
||
‡ LM ‡ | ‡ ‡ EB | | ‡ ‡ ‡
|
||
‡ ‡ | ‡ ‡ | | ‡ ‡ ‡
|
||
===== ----- ----- ===== ----- ===== ===== -----
|
||
| S | ‡ ‡ W/ ‡ ‡ BY* | ‡
|
||
| | ‡ ‡ ‡ ‡ | ‡
|
||
----- ----- ===== ===== ===== ===== =====
|
||
| S | SS | DC* ‡
|
||
| | | ‡
|
||
----- ===== =====
|
||
|
||
Key: "-, |" = Screen Edge (passable)
|
||
"=, ‡" = Screen Edge (impassable)
|
||
Letters = Special Location without Random Monsters
|
||
"*" = Location has more than one screen
|
||
"/" = Location only has event at night. Can be attacked during the
|
||
day.
|
||
|
||
---
|
||
|
||
Points of Interest:
|
||
|
||
---
|
||
|
||
"TM" - Town of Mordavia
|
||
|
||
Built soon after the castle to house those who worked in and on it, the Town
|
||
soon became almost its own entity. The people who live here are mostly
|
||
farmers. The town is safe from monsters, thanks to the protection of Erana's
|
||
Staff.
|
||
|
||
There are four screens to the town.
|
||
|
||
Southern Mordavia:
|
||
This is where Erana's Staff resides. After the Time of Darkness, the
|
||
Paladin Piotyr brought Erana's Staff here and placed it in the rock. A
|
||
garden sprang up around it, and Erana's Protection filled the town,
|
||
preventing any of the dark creatures from attacking. The town gate is to the
|
||
south of the Staff, and walking up left or up right will lead you to either
|
||
Western or Eastern Mordavia.
|
||
|
||
Western Mordavia:
|
||
|
||
- Burgomeister's Office: The Burgomeister keeps watch on the town from here.
|
||
His personal living quarters and the town's only jail cell are also here.
|
||
|
||
- General Store: Run by Olga Stovich, there's not a whole heck of a lot you
|
||
can buy here, but you may be able to pick up some supplies for this mission.
|
||
|
||
Prices:
|
||
Candy: 5 kopeks
|
||
Rations: 50 kopeks
|
||
Garlic: 25 kopeks
|
||
Flask of Oil: 100 kopeks
|
||
Shopping Bag: 50 kopeks
|
||
Pie Pan: 250 kopeks
|
||
Hand Broom: 350 kopeks
|
||
|
||
Oh, and prices are non-negotiable. Your bargaining is of no use, here.
|
||
|
||
- Hotel Mordavia: Run by the innkeepers Yuri and Bella Markarov, the Hotel is
|
||
a safe place to spend the night. Many farmers hang out here, as well.
|
||
Rooms cost 15 kopeks a night. You'll pay one week in advance automatically.
|
||
|
||
Eastern Mordavia:
|
||
|
||
- Nikolai's House: A private residence. Nikolai spends most of his time
|
||
outside, searching for his missing wife.
|
||
|
||
- Dr. Cranium's House: Dr. Cranium values his privacy, and he only allows the
|
||
most intelligent of people to enter his house and laboratory. He has
|
||
designed his house to test those who wish to enter. This place is the
|
||
apothecary, of sorts, in this game. Once you give him the proper formulae,
|
||
you will be able to collect Healing and Poison Cure potions, once per day.
|
||
|
||
Northern Mordavia:
|
||
|
||
- Adventurers' Guild Hall: There are no adventurers left in Mordavia. This is
|
||
an empty guild, but you can still gain some useful skills and information
|
||
here. It is initially locked, but if you question the Burgomeister about it,
|
||
he'll give you the key.
|
||
|
||
- Thieves' Guild: Connected to the Adventurers' Guild, this place is also
|
||
deserted, or so it seems.
|
||
|
||
- Monastery: Well, Erana's Staff prevents evil from entering the town gates,
|
||
but what about the evil that's already here? This foul building was
|
||
constructed before the Time of Darkness to house the worshippers of the
|
||
Dark One. There is much danger here, but also a wealth of information
|
||
regarding the Dark One.
|
||
|
||
---
|
||
|
||
"TG" - Town Gates
|
||
|
||
Once you leave the town gate, you'll come upon this screen. While there's
|
||
not all that much going on outside the gates of town, it is relatively safe,
|
||
and you may meet someone here at night.
|
||
|
||
---
|
||
|
||
"CG" - Castle Gates
|
||
|
||
The gates to Castle Borgov are closed at all times. The Gatekeeper, Boris,
|
||
watches the gate during the day, and two vicious Necrotaurs guard the gate at
|
||
night.
|
||
|
||
---
|
||
|
||
"CB" - Castle Borgov
|
||
|
||
This edifice housed the rulers of Mordavia, known as Boyars. The last Boyar
|
||
disappeared some time before the Time of Darkness. Not that long afterwards,
|
||
some strangers moved into the castle. No one knows who they are, or cares
|
||
about bothering them.
|
||
|
||
---
|
||
|
||
"CY" - Cemetery
|
||
|
||
Apparently a hot tourist attraction, this is where many of the town's
|
||
residents are put to their final rest. The Crypt of the Borgovs also sits
|
||
here. Oddly enough, unlike some other cemeteries you have visited in the
|
||
past, this place is actually quite safe for the most part, even at night,
|
||
unless, of course, you go too far in disturbing the rest of the dead.
|
||
|
||
---
|
||
|
||
"GC" - Gypsy Camp
|
||
|
||
A roving band of gypsies has camped in the northeast corner of the valley.
|
||
The fact that they can't go anywhere is hard on their lives, and they've
|
||
become very suspicious of strangers.
|
||
|
||
---
|
||
|
||
"L" - Leshy Bushes
|
||
|
||
There are some odd bushes in this area. It is reported a Leshy, or forest
|
||
man, hangs out here.
|
||
|
||
---
|
||
|
||
"EG" - Erana's Garden
|
||
|
||
Another place of safety courtesy of your friendly neighborhood Archmage,
|
||
Erana. This one has a bit of an Asian theme to it. Drinking the water in
|
||
the pond can cure poison, and if you catch Fetch on the tree, you can take a
|
||
Mana Fruit once a day. You can also sleep here at night, but the
|
||
management makes no guarantee that your dreams will be peaceful.
|
||
|
||
---
|
||
|
||
"LM" - Lake Mordavia
|
||
|
||
One of the few bodies of water not poisoned by the swamp, this lake is a
|
||
lovely tourist spot. Some have reported seeing a young woman swimming in the
|
||
lake from time to time. This lake also has picked up a rather foreboding
|
||
nickname of "Lake of the Lost".
|
||
|
||
---
|
||
|
||
"EB" - Elderbury Bush
|
||
|
||
This area has a rather strange bush in it. It may just be me, but I've never
|
||
known berry bushes to have tentacles and eyes.
|
||
|
||
---
|
||
|
||
"BY" - Baba Yaga's Hut
|
||
|
||
Will wonders never cease? It seems your old Ogress adversary, Baba Yaga flew
|
||
to this valley after she left Spielburg. Of course, to get inside, you'll
|
||
have to deal with Bonehead, as usual.
|
||
|
||
---
|
||
|
||
"S" - Swamp Shore
|
||
|
||
The famed Mordavian Swamp fills the pass between the valley and the outside
|
||
world. It started forming soon a few years back, and now no one can leave or
|
||
enter Mordavia without magical means. You can explore the swamp, but I
|
||
wouldn't recommend it unless you have a darn good reason and darn good
|
||
preparations.
|
||
|
||
---
|
||
|
||
"SS" - Squid Stone
|
||
|
||
This area is rather nasty, with a small slimy stream running over everything.
|
||
A tall monument with a squid perched on top sits here, but for what purpose,
|
||
few know.
|
||
|
||
---
|
||
|
||
"DC" - Dark One's Cave
|
||
|
||
You start your adventure here, as you'll soon find out. This place is
|
||
horrid, to say the least. Apparently, it was built to summon the Dark One to
|
||
this world, but it seems far too weird to have been shaped by human hands.
|
||
Something must have happened to the cave to make it its current state.
|
||
|
||
---
|
||
|
||
"G" - Ghost
|
||
|
||
At night, you can find the ghost of a young lady here. Who is she, and what
|
||
can you do with her?
|
||
|
||
---
|
||
|
||
"W" - Wraith Barrow
|
||
|
||
At these points on the map, you'll see a raised mound of stones at night.
|
||
This is the barrow of a Wraith. Getting close to a Wraith could prove
|
||
painful, but the barrows contain a lot of treasure.
|
||
|
||
---
|
||
|
||
"FF" - Fairy Fountain
|
||
|
||
At night, some have reported seeing an odd fountain just south of Erana's
|
||
Garden, but it will only appear to those who are skilled in magic.
|
||
|
||
================
|
||
4B. Characters =
|
||
================
|
||
|
||
You'll meet many new characters here. The opportunites for old friends are
|
||
very small, but there's always an old face to remember, even here.
|
||
|
||
---
|
||
|
||
The Hero (Ego) - (human male from Willowsby)
|
||
The Prince of Shapeir, and hero of the lands of Spielburg and Tarna. You
|
||
were yanked from your victory in Tarna by magical means and now find yourself
|
||
thrust in this world where people are scared of their own shadows and are
|
||
very suspicous of strangers, of which you qualify. Your costume changed
|
||
little since the last game, but your pants are a lighter blue and your jacket
|
||
is a light red, now.
|
||
|
||
Narrator
|
||
Yeah, he's not a real character, but he follows you everywhere, so I suppose
|
||
he's worth mentioning. Take the time to enjoy his rich narrative and
|
||
occasional improv.
|
||
VA: John Rhys-Davies (Yes, THE John Rhys-Davies. Gimli himself. Enjoy.)
|
||
|
||
---
|
||
|
||
Mordavian Townsfolk:
|
||
|
||
Dmitri Ivanov, aka the Burgomeister - (human male from Mordavia)
|
||
A Burgomeister is a mayor/sheriff of his town. Dmitri is a man with many
|
||
problems on his shoulders. He's having a tough time running this town, and
|
||
there are times when he feels that all his efforts are for naught. He's the
|
||
grandson of the Paladin, Piotyr.
|
||
VA: Gregg Berger
|
||
</span><span id="faqspan-2">
|
||
Olga Stovich, aka The Shopkeeper - (human female from Mordavia)
|
||
She tends the General Store in Mordavia. She knits a lot and has lots and
|
||
lots of cats. Apparently, her husband has been missing for many years now.
|
||
She's probably the biggest gossip you'll ever meet.
|
||
VA: Susan Silo
|
||
|
||
Yuri Markarov, aka The Innkeeper - (human male from Mordavia)
|
||
The Innkeeper of the Hotel Mordavia is a dour individual. Life in Mordavia
|
||
has been rather harsh on him, but he doesn't let it interfere with his
|
||
business.
|
||
VA: Stu Rosen
|
||
|
||
Bella Markarov - (human female from Mordavia)
|
||
Bella used to be pretty (by the town's standards). Apparently, losing her
|
||
only daughter took it out of her. She runs the kitchen of the Inn and
|
||
supplies the meals.
|
||
VA: Mitzie McCall
|
||
|
||
Tanya Markarov - (human female from Mordavia)
|
||
A few years ago, Tanya was taken away in the night by a fearsome monster,
|
||
and no one knows what became of her. Yuri and Bella assumes she is dead,
|
||
and the topic of their sweet eight-year-old daughter has become rather taboo
|
||
in town.
|
||
VA: Russi Taylor
|
||
|
||
Hans - (human male from Mordavia)
|
||
A farmer of pumpkins and corn, Hans hangs out at the inn at night with
|
||
his pals.
|
||
VA: Jim Cummings
|
||
|
||
Franz - (human male from Mordavia)
|
||
A farmer of garlic, Franz prides himself on his stink. He also hangs out at
|
||
the Inn at night.
|
||
VA: Jess Harnell (aka Wakko Warner)
|
||
|
||
Ivan - (human male from Mordavia)
|
||
He used to be an elephant herder, until all the elephants left Mordavia.
|
||
Now, he just sits around at the Inn and helps the others drink.
|
||
VA: Neil Ross
|
||
|
||
Punny Bones - (Gnome male from Zurich)
|
||
Poor Punny has no sense of humor. He didn't always used to be this way,
|
||
until he said a bad joke about Baba Yaga near the wrong audience.
|
||
VA: Hamilton Camp
|
||
|
||
Domovoi
|
||
This is a spirit-type being that inhabits buildings and brings good luck.
|
||
There are two you'll meet in the game. One you'll have to help, and the
|
||
other will help you in return.
|
||
VA: Cam Clarke (aka Liquid Snake)
|
||
|
||
Nikolai - (human male from Mordavia)
|
||
Not as old as he looks, Nikolai aged horribly after his wife disappeared in
|
||
the forest about fifteen years back. He spends his days wandering around
|
||
town looking for her.
|
||
VA: Cam Clarke
|
||
|
||
Anna - (human female from Mordavia)
|
||
Nikolai's wife went out into the forest to pick berries and never came back.
|
||
It is said her ghost haunts the forest to this day.
|
||
VA: Cathianne Blore
|
||
|
||
Dr. Cranium - (human male from parts unknown)
|
||
Several years before the swamp completely blocked the pass, Dr. Cranium
|
||
entered the valley and set up a personal laboratory in town. Most of the
|
||
townsfolk stay away from him, assuming he's a madman. He's not entirely
|
||
there, but he can prove useful sometimes.
|
||
VA: Jeff Bennett
|
||
|
||
Igor - (human male from Mordavia)
|
||
He's the kind of guy you bring home to mother, if mother's also a hunchback.
|
||
Igor's the resident gravedigger, and he also helps out at Dr. Cranium's lab.
|
||
He's a pretty nice guy, though. Just beware of his grave sense of humor.
|
||
VA: Jeff Bennett
|
||
|
||
Lorre Petrovich, aka The Chief - (human male from Mordavia)
|
||
The Chief has had to deal with rough times. The Mordavian Thieves' Guild was
|
||
once famous as a training ground for prospective thieves, but the
|
||
encroachment of the swamp has caused a slowdown of business. And, then
|
||
there's the problem of the Chief's "condition".
|
||
VA: Hamilton Camp
|
||
|
||
---
|
||
|
||
Valley Residents:
|
||
|
||
Katrina - (human female from Mordavia)
|
||
A young and rather fetching peasant girl, Katrina is the first human being
|
||
you meet in this godforsaken land. She lives and works in the castle, and it
|
||
seems she has a thing for you.
|
||
VA: Jennifer Hale (in her FIRST video game role ever, launching a career
|
||
that has now spanned over a hundred video games)
|
||
|
||
Boris Stovich - (human male from Mordavia)
|
||
Boris is the gatekeeper of Castle Borgov. He works the day shift at the
|
||
gates, and is most welcome to have a visitor to talk to. Hey. Who else do
|
||
we know that's named Stovich? Think they're related?
|
||
VA: Jim Cummings
|
||
|
||
Gypsy Davy - (nomadic human male)
|
||
Davy's one of the lead men in the Gypsy Camp northeast of town. He's not
|
||
all that approachable early on, but he's an okay guy when he wants to be.
|
||
VA: Cam Clarke
|
||
|
||
Magda - (nomadic human female)
|
||
The leader of the gypsy tribe, Magda is also a fortuneteller. She'll impart
|
||
some valuable knowledge to you, and will impress you by telling you things
|
||
you already know.
|
||
VA: Joannie Gerber (for most of her lines)
|
||
|
||
Leshy
|
||
The Leshy is a mischievous forest sprite. He's known to play tricks on
|
||
people, but he knows much about the forest, being rather nosy as well.
|
||
VA: Bill Farmer
|
||
|
||
Rusalka - (Undead)
|
||
A Rusalka is a spirit of a drowned, unmarried woman. Rather specific as far
|
||
as undeads go. She entices any men who wander nearby to their watery deaths.
|
||
She's also really nude. Unfortunately, to keep this game okay for the kids,
|
||
she's got really long hair.
|
||
VA: Diane Pershing
|
||
|
||
Bonehead - (Undead)
|
||
A familiar face (or lack of one) at last! If you've played QfGI, this is
|
||
the skull that was on the gate. He's not very nice, but he's really got no
|
||
way to hurt you, so he just gets by with insulting you.
|
||
VA: Jeff Bennett
|
||
|
||
Baba Yaga - (Ogre female from Surria)
|
||
Where Bonehead goes, you can imagine his mistress goes as well. Baba Yaga's
|
||
still quite sore about you turning her into a frog, but she's back to her
|
||
usual abnormal now. She's still got her knack for curses and shape-changing
|
||
spells. Don't visit her unless you have a darn good reason.
|
||
VA: Mitzie McCall
|
||
|
||
Tatiana, Queen of the Faery Folk - (Faery Folk female from parts unknown)
|
||
Tatiana and her entourage came to this valley to retrieve the Staff of
|
||
Erana. Since Erana is half-Faery Folk, Tatiana believes that the Staff is
|
||
rightfully hers. Unfortunately, releasing it can get pretty messy, so she
|
||
needs a sucker to help her. Guess who that sucker is.
|
||
VA: Susan Silo
|
||
|
||
Toby - (unknown monster male)
|
||
Toby is a monster living in the castle. He's something of a Wookiee, I
|
||
suppose. He's really a nice guy, but he looks pretty darn spooky, and is
|
||
quite protective of his ward.
|
||
|
||
Goon Guards - (Goon males)
|
||
They're guards. They guard the castle dungeon. There's not much else to
|
||
it. They're far tougher than you.
|
||
VA: Stu Rosen, Bill Farmer
|
||
|
||
Ad Avis - (human male from Raseir, undead, Nosferatu)
|
||
Your arch-nemesis from Raseir has returned, as a vampire. He now serves his
|
||
Dark Master unwillingly, having been bitten back when he was seeking the
|
||
black arts. He still hates you a lot, though.
|
||
VA: Jeff Bennett
|
||
|
||
The Dark Master - (???)
|
||
The cause of all the recent woe in Mordavia, The Dark Master came to the
|
||
valley not long after the last Borgov disappeared. Mordavia had its share of
|
||
problems before, but the Dark Master now makes the townsfolk afraid of their
|
||
own shadows.
|
||
VA: ???
|
||
|
||
Avoozl, the Dark One - (Dark One from another dimension)
|
||
Dark Ones come from another dimension. They're really dang powerful (which
|
||
begs the question what they do in said dimension). Long ago, the Chernovy
|
||
Cult almost succeeded in summoning Avoozl. It's kinda weird, since they
|
||
"almost" summoned him, the cave they picked to be his body "almost" turned
|
||
into him, so it's really weird inside.
|
||
|
||
Erana - (half Faery Folk female from parts unknown)
|
||
Legend has it that Erana sacrificed her life to prevent the summoning of
|
||
Avoozl. She still has a strong influence on the valley, and much of what
|
||
you will do in this quest revolves around her.
|
||
VA: Diane Pershing
|
||
|
||
---
|
||
|
||
Guest Stars:
|
||
|
||
Erasmus - (human male from Zauberberg)
|
||
Your old buddy Erasmus isn't in the valley, but he'll provide a hand
|
||
whenever he can.
|
||
VA: Neil Ross
|
||
|
||
Fenris - (familiar)
|
||
Fenris never strays from Erasmus' side, and always provides the comedy
|
||
relief for the Erasmus/Fenris duo.
|
||
VA: Susan Silo
|
||
|
||
==============
|
||
4C. Monsters =
|
||
==============
|
||
|
||
Mordavia has become a very dangerous place to wander around. The monsters in
|
||
this game are particularly vicious, and many are related to the Gothic nature
|
||
of this game. Monsters are difficulty-rated from 1 (easiest) to 10 (hardest).
|
||
|
||
---
|
||
|
||
Random Monsters
|
||
|
||
After QfG3's "location-sensitive" monster system, QfG4 goes back to the
|
||
classic time-sensitive system of 1 and 2.
|
||
|
||
Vorpal Bunny -
|
||
Time: Day
|
||
Difficulty: 1
|
||
These rabbits are a tip of the hat to the horrendous creature featured in
|
||
Monty Python and the Holy Grail. Fortunately, these lepuses are far less
|
||
fierce, but no less frightening in appearance. If you lose against one of
|
||
these guys, you're either very weak or very thick. Standard strategy is
|
||
waiting for it to get close and just hack it to death. It may jump to dodge
|
||
your blow, but just keep attacking. They're pretty short, so any spells will
|
||
sail right over them.
|
||
|
||
Revenant -
|
||
Time: Night
|
||
Difficulty: 4
|
||
These Undead of the lower class burst out of the ground and lurch towards you
|
||
slowly. For that matter, they're rather slow and not very dangerous, but you
|
||
should still be wary around them. Their health regenerates slowly, but if
|
||
you strike quickly enough, that shouldn't be an issue. Their attacks consist
|
||
of not much besides a swing of the arm. They relinquish a random amount of
|
||
kopeks when you defeat them. While ice won't work against them, fire is
|
||
VERY effective.
|
||
|
||
Badders -
|
||
Time: Night, Event
|
||
Difficulty: 5
|
||
These odd creatures (supposedly) resemble a cross between a bat and a
|
||
spider. They fly in groups and you have to attack them one at a time as
|
||
they swoop down on you. They have poison in their bite, but it's a very
|
||
light poison, and will fade after about a minute of game time. What makes
|
||
these guys moderately difficult is just hitting them. I suggest standing
|
||
still, waiting for them to come to you, then taking a slash as they dive.
|
||
Spells will cruise under the pack and miss, so don't use those.
|
||
|
||
Wyvern -
|
||
Time: Day
|
||
Difficulty: 7
|
||
These dragon-like creatures are actually one of the ancient creatures of
|
||
Mordavia, and have been around even before the dark times. They're mostly
|
||
snake-like, and have large leathery wings. They can breathe fireballs, and
|
||
their tail is poisonous. The poison is one of the worst in the game, and
|
||
takes a few game minutes to wear off. You can jump over or block the
|
||
fireballs, but little can protect you from the tail or teeth besides luck.
|
||
They're pretty fast, so the only real good way to take them out is to pin
|
||
them against the far side.
|
||
|
||
Chernovy Wizard -
|
||
Time: Night, Event
|
||
Difficulty: 8
|
||
These followers of the Dark One Cult have shed their original human bodies.
|
||
No one really knows their full anatomy, but the disfigured faces and
|
||
tentacles for arms discourage anyone from getting all that close. Their
|
||
magic is quite formidable, and half the trouble is just getting close enough
|
||
to hit them. Since they can cast high and low, it's tough to avoid their
|
||
shots, and they can strike at close range, too. Wizards should cast spells
|
||
from a distance. Note when they put up a Reversal spell, and switch to using
|
||
Frost Bite to attack them.
|
||
|
||
Necrotaur -
|
||
Time: Anytime, Event
|
||
Difficulty: 10
|
||
One of the most difficult foes in the game, and they appear at all times of
|
||
the day. The Necrotaur hits very hard and charges really fast. If you
|
||
repeatedly hit them with magic or daggers, you can keep them at bay. If
|
||
that's not an option, then try a strike just as they charge, but be warned
|
||
that the timing for that is insanely difficult. Consider yourself extremely
|
||
lucky if you make it out of a Necrotaur fight unscathed.
|
||
|
||
---
|
||
|
||
Semi-unique Monsters
|
||
|
||
Wraith -
|
||
Difficulty: 9
|
||
There are only a few Wraiths in the game. Most can be found at night in
|
||
barrows placed around the forest that only appear when the moon rises. When
|
||
they arise from their barrows, they'll use some serious undead coldness to
|
||
suck the life right out of you. Get close as fast as possible. The Wraith
|
||
will continue to suck life out of you in combat unless you have some kind of
|
||
protection, like the Aura Spell or the Undead Amulet. While fighting, your
|
||
objective is to keep dodging and get close so you can repeatedly hack and
|
||
kill the Wraith. Ice spells will not affect it.
|
||
|
||
Pit Horror -
|
||
Difficulty: 7
|
||
I'm not gonna say too much about this thing, but it's got a nasty acid spit
|
||
and tentacles. A well-trained fighter shouldn't have much trouble, though.
|
||
|
||
===========
|
||
4D. Items =
|
||
===========
|
||
|
||
All the items in this game show up as cute little icons in your inventory
|
||
window. Most of them are pretty self-explanatory. There will be some
|
||
spoilers if you look these up without playing through the game first.
|
||
|
||
---
|
||
|
||
Combat Items
|
||
|
||
Dagger
|
||
Found: In the beginning, in the Thieves' Guild, in a Wraith's barrow.
|
||
Description: Once again, we're back on one type of dagger, which can be used
|
||
for both throwing and in-fighting. The game will automatically stop you
|
||
when you're down to your last dagger so you aren't completely weaponless, and
|
||
searching your foe after a battle will reclaim any you've thrown.
|
||
|
||
Sword (battered)
|
||
Found: In the beginning (Fighter/Paladin only)
|
||
Description: This piece of metal isn't worthy of cutting hot butter, but it's
|
||
all you've got at the early stages of the game.
|
||
|
||
Sword (fine)
|
||
Found: Adventurer's Guild (Fighter/Paladin only)
|
||
Description: A much better weapon for your continued survival, this sword is
|
||
available in the Adventurer's Guild in case of "emergency".
|
||
|
||
Battle Axe
|
||
Found: Wraith's barrow (Fighter only)
|
||
Description: This powerful weapon is better than the Fine Sword. It's
|
||
perfect for chopping up evil into tiny bits.
|
||
|
||
Sword (Piotyr's)
|
||
Found: Wraith's barrow (Paladin only)
|
||
Description: The sword of the Paladin, Piotyr, this weapon is encased in blue
|
||
flame when a true Paladin wields it.
|
||
|
||
Leather Armor
|
||
Found: Wizard and Thief start with it, found in Wraith's barrow
|
||
Description: As usual, Leather Armor protects you from the slight scratches
|
||
and purple nerples of life, but doesn't do much against REAL combat.
|
||
|
||
Platemail Armor
|
||
Found: Fighter and Paladin start with it
|
||
Description: This rough and tumble plate will keep you alive in your line of
|
||
work.
|
||
|
||
---
|
||
|
||
Thief Tools and Thief-Related Items
|
||
|
||
Rope & Grapnel
|
||
Found: Adventurers' Guild
|
||
Description: This is also a useful tool for Fighters and Paladins, once they
|
||
learn the skill, but Thieves are well-versed in tossing grapnels and scaling
|
||
walls.
|
||
|
||
Guild Card
|
||
Found: Thieves' Guild
|
||
Description: Proving you're a member in good standing of the resident
|
||
Thieves' Guild, especially since you steal it to get it. This card has all
|
||
the benefits of any other thin plastic card.
|
||
|
||
Lock Pick
|
||
Found: Thieves' Guild
|
||
Description: Back to basics. You've become well-versed in the Art of the
|
||
Probe. This pick will only be with you a short time as you complete your
|
||
Thieves' Guild entrance exam.
|
||
|
||
Tool Kit
|
||
Found: Thieves' Guild
|
||
Description: The new and improved Acme Mark II Thieves' Tool Kit has a special
|
||
addition of the ability to disarm traps. Disarming traps is a matter of
|
||
clicking on a square when one of the symbols comes up, and matching three
|
||
symbols in a row. The best way is to pick one color and click whenever that
|
||
color comes up until you get a row.
|
||
|
||
Safe Knob
|
||
Found: Thieves' Guild
|
||
Description: Found in a drainage grate, this knob attaches to a safe, if you
|
||
can believe that.
|
||
|
||
Magic Statue
|
||
Found: Monastery
|
||
Description: This is a very mysterious piece of art. Shaped like a bug, it
|
||
has the power to turn anyone who touches it into some weird insect/gastropod
|
||
thing. Best to be avoided.
|
||
|
||
Blackbird
|
||
Found: Monastery
|
||
Description: For those of you who've played previous games, yes, this is
|
||
ANOTHER Blackbird, almost exactly like all the other cheap plaster
|
||
imitations found in Raseir and Tarna. Where's the REAL Blackbird?
|
||
|
||
Locket
|
||
Found: Nikolai's House
|
||
Description: This locket has a picture of Nikolai and his wife inside. It
|
||
wouldn't be a good idea to hang on to it when thieving his house, since he'd
|
||
easily notice it missing.
|
||
|
||
---
|
||
|
||
Store Items
|
||
|
||
Garlic
|
||
Found: General Store, Nikolai's House, Hotel Mordavia
|
||
Description: The old Allium Sativum is good for stews, soups, and repelling
|
||
Werewolves and Vampires.
|
||
|
||
Food Rations
|
||
Found: General Store
|
||
Description: These avocado and garlic sandwiches are, if you can believe it,
|
||
your rations for this quest. You'll eat them automatically as you need them.
|
||
|
||
Candy
|
||
Found: General Store
|
||
Description: These twists of taffy are perfect for giving yourself cavities.
|
||
|
||
Shopping Bag
|
||
Found: General Store
|
||
Description: You already have your backpack, but this bag can be used to hold
|
||
relatively unsafe items safely.
|
||
|
||
Hand Broom
|
||
Found: General Store, Nikolai's House
|
||
Description: Hey, a clean Adventurers' Guild is a happy Adventurers' Guild.
|
||
|
||
Pie Pan
|
||
Found: General Store
|
||
Description: Did you know that the Frisbee guy realized his creation from a
|
||
pie pan? Well, that really doesn't have anything to do with your current
|
||
situation. You won't be using this for any weird task, just to make a pie.
|
||
|
||
Flask of Oil
|
||
Found: General Store
|
||
Description: Although it can be considered a Thief item, just about everyone
|
||
could use this sneaky stuff at some point in the game to oil hinges.
|
||
|
||
---
|
||
|
||
Simple Purpose Items
|
||
|
||
Money Pouch
|
||
Found: Start with one
|
||
Description: This pouch carries all your money. In case you needed a
|
||
reminder, the currency of Mordavia is 100 kopeks to the crown.
|
||
|
||
Key Ring
|
||
Found: When you receive your first key.
|
||
Description: The key ring contains all the keys you've found throughout your
|
||
quest.
|
||
|
||
Rock
|
||
Found: Click the Hand anywhere on bare ground in the forest.
|
||
Description: As always, rocks are cheap throwing weapons, and a good way to
|
||
boost your Throwing skill.
|
||
|
||
Bone
|
||
Found: Northwest Swamp Shore, Wraith Barrow
|
||
Description: Yep. You can carry some bones around, if that's your thing.
|
||
|
||
Flower
|
||
Found: In many different flower patches in the forest, Erana's Staff
|
||
Description: Flowers are useful as cute presents for lovely ladies.
|
||
|
||
---
|
||
|
||
Flask Items
|
||
|
||
Empty Flask
|
||
Found: Dr. Cranium's Lab
|
||
Description: Once again, flasks are the liquid etc. carryall. Poor Salim
|
||
would have a fit, seeing as how there's no recycling center for flasks. Just
|
||
ask Dr. Cranium for one and he'll give it to you.
|
||
|
||
Flask of Water
|
||
Found (filled): In any little brook or stream
|
||
Description: Keeps your thirst down. Also serves as a substitution for a
|
||
Rehydration Solution in a pinch. Note that the poison-curing water from
|
||
Erana's Peace will not hold its properties if you put it in a flask.
|
||
|
||
Healing Potion
|
||
Found: Dr. Cranium's Lab, Wraith Barrow, Monastery, Thieves' Guild
|
||
Description: You can get one a day from Dr. Cranium once you return the
|
||
formula to him. When taken, you'll recover about half your Health.
|
||
|
||
Poison Cure
|
||
Found: Dr. Cranium's Lab, Thieves' Guild
|
||
Description: If you get poisoned by Badders, Wyverns, or a poison trap, you
|
||
can take this to nullify its effects. Once you give the formula to Dr.
|
||
Cranium, you can have one a day.
|
||
|
||
Rehydration Solution
|
||
Found: Dr. Cranium's Lab
|
||
Description: On your second visit to Dr. Cranium, you can give Dr. Cranium
|
||
the formula to this solution. Once you give him a Flask of Goo, you'll
|
||
receive it. It can rehydrate dry things.
|
||
|
||
Flask of Goo
|
||
Found: Squid Stone Area
|
||
Description: This is the stuff that leaks out of the Dark One's Cave. As
|
||
Bonehead describes it, it's like molasses gone bad. REAL bad. You can use
|
||
it for different purposes.
|
||
|
||
Flask of Bonemeal
|
||
Found: Baba Yaga's Hut Area
|
||
Description: Bonemeal's powdery stuff. The only way you can hang onto it is
|
||
in a flask. Why would you need bonemeal? Well, why not?
|
||
|
||
Flask of Will O' Wisps
|
||
Found: Swamp Shore
|
||
Description: Somehow, you can get Will O' Wisps in a flask, but you can't get
|
||
Prince Albert in a can. Just make sure to let them out before daybreak or
|
||
else they'll expire.
|
||
|
||
---
|
||
|
||
Dark One Rituals
|
||
|
||
Bone Ritual
|
||
Found: Mad Monk's Tomb
|
||
Description: This ritual fills the bones of the Dark One with life.
|
||
|
||
Blood Ritual
|
||
Found: Monastery
|
||
Description: This ritual starts the flow of blood in the Dark One.
|
||
|
||
Breath Ritual
|
||
Found: Baba Yaga's Hut
|
||
Description: This ritual causes the Dark One to breathe again.
|
||
|
||
Sense Ritual
|
||
Found: Squid Stone
|
||
Description: This ritual restores the Dark One's sight, sound, smell, taste,
|
||
and touch.
|
||
|
||
Heart Ritual
|
||
Found: Wraith Barrow (Fighter, Paladin, Thief) or Fairy Fountain (Wizard)
|
||
Description: This ritual causes the Dark One's heart to beat again.
|
||
|
||
---
|
||
|
||
Other Quest Items
|
||
|
||
Flint
|
||
Found: Beginning
|
||
Description: If you know your Boy Scout skills, you may recall what happens
|
||
when you rub flint and steel together.
|
||
|
||
Sheet
|
||
Found: Beginning (Wizard only)
|
||
Description: This is a small square of cloth. What was it doing where you
|
||
found it? Waiting for you, of course.
|
||
|
||
Dark One Sign
|
||
Found: Dark One's Cave Mouth
|
||
Description: This odd six-tentacled figurine has several uses in the game.
|
||
It represents the Dark One, and it's pretty darn evil, so why are we
|
||
carrying it again?
|
||
|
||
Corn
|
||
Found: Town Gates
|
||
Description: This odd plant consists of a stalk and a pod which contains a
|
||
bunch of yellow seeds surrounded by leaves.
|
||
|
||
Mana Fruit
|
||
Found: Erana's Garden
|
||
Description: This soft fruit is used to restore one's Mana. You can get one
|
||
a day from the tree in Erana's Garden, but you can only get it by casting
|
||
the Fetch spell on the tree.
|
||
|
||
Bonsai Bush
|
||
Found: Squid Stone Area
|
||
Description: This bush isn't all that healthy. You'll need to find a way to
|
||
restore its growth.
|
||
|
||
Undead Amulet
|
||
Found: Gypsy Camp (Fighter, Thief)
|
||
Description: If you can't use the Aura Spell, this Amulet will protect you
|
||
from many of the severe cold touch effects of Undead.
|
||
|
||
Rusalka Hair
|
||
Found: Lake Mordavia (Paladin only)
|
||
Description: Unfortunately, she snags this clump of hair from the back of her
|
||
head as opposed to the front. Dang.
|
||
|
||
Rubber Chicken
|
||
Found: Hotel Mordavia
|
||
Description: Punny Bones' rubber chicken is available to you as soon as you
|
||
visit him. What use could you possibly have for this?
|
||
|
||
Elderbury Berries
|
||
Found: Elderbury Bush
|
||
Description: These red berries are quite poisonous, but would I put them here
|
||
if you didn't need them for some obscure purpose? Of course not.
|
||
|
||
Hat
|
||
Found: Forest (Ghost Area)
|
||
Description: You are given this hat by a ghost. So, he gave you his ghost
|
||
hat, but it's quite real. Don't try to figure it out.
|
||
|
||
Good Humor Bar
|
||
Found: Baba Yaga's Hut
|
||
Description: This (perpetually?) frozen treat tastes kinda funny.
|
||
|
||
Jewelry
|
||
Found: Wraith Barrow
|
||
Description: This is one of the few useless items in the game. I have no
|
||
idea why you carry this stuff around. You can't fence it or nothing.
|
||
|
||
Doll
|
||
Found: Hotel Mordavia
|
||
Description: This doll used to belong to Tanya Markarov. You'll need it to
|
||
gain someone's trust; namely, Tanya Markarov.
|
||
|
||
Hammer
|
||
Found: Castle Borgov Dungeon
|
||
Description: Although technically a useless item, this is used as a trick,
|
||
along with the stake.
|
||
|
||
Stake
|
||
Found: Castle Borgov Dungeon
|
||
Description: See Hammer
|
||
|
||
Staff of Erana
|
||
Found: South Area of Town of Mordavia
|
||
Description: You can only hold this, per se, if you're a Fighter or Thief.
|
||
The Wizard absorbs it as his own Staff. Of course, that doesn't mean that
|
||
non-Wizards have no use for it. Au contraire.
|
||
|
||
******************************************************************************
|
||
5. FIGHTER WALKTHROUGH
|
||
******************************************************************************
|
||
|
||
All points for deeds are added in parentheses.
|
||
|
||
---
|
||
|
||
Welcome to Mordavia
|
||
|
||
You'll being your adventure in a rather freaky cave, half made out of bones,
|
||
with no idea how you got there or where your stuff is. The bones serve as
|
||
your platforms for walking around on. That odd-looking door thing on the back
|
||
wall is your exit, but you can't get out yet. First thing to do is look around
|
||
certain points of the room. Specifically, see if you can spot some human-
|
||
shaped skeletons. Search one of them (2) by clicking the Hand on it. It's
|
||
also possible, if you walk around long enough, that you'll trip over one and
|
||
get the items on its body anyway. On one skeleton you'll find a dagger and
|
||
some coins. On another you'll find a piece of flint and coins, and on the
|
||
third you'll just find coins. Now, turn your attention to the nearby altar.
|
||
It's that head-shaped thing on the right. Use the hand on the torch to the
|
||
right of the altar to grab it. Now, go into your inventory (the chest at the
|
||
top screen panel). Click on the flint to grab it, then click the flint on
|
||
the unlit torch to light it (6). Now that you can see more than your hand in
|
||
front of your face, make your way to the door in the back of the room, and use
|
||
your hand on it to open it.
|
||
|
||
In this next room, note the lower right corner of the room. Take the sword
|
||
and shield lying there. You'll note that the sword is in poor condition, but
|
||
it's better than trying to fight with a dagger. Head south towards the exit
|
||
and you'll be assaulted by a small group of Badders. Fighting is more
|
||
completely described in the Combat section (Section 3E), but for now, simply
|
||
right-click anywhere in the battle besides yourself and you should swing at
|
||
the Badders. Don't worry if they poison you. It will wear off quickly.
|
||
With the Badders defeated (2), you can now leave by the south.
|
||
|
||
In this next room, you'll see a rope suspended over a chasm. All you need to
|
||
do is simply cross the rope hand-over-hand (15). The nasty tentacled beast
|
||
won't get you unless you stand way too close to the edge on the starting
|
||
side. Walk outside via the northwest.
|
||
|
||
As you leave the cave, the mouth will slam shut behind you (as if it were an
|
||
actual mouth). As you hop across the lake of goo towards the far left side,
|
||
you'll meet a rather attractive peasant girl. She'll introduce herself as
|
||
Katrina. She tells you that you're in Mordavia, and that the town is due
|
||
north. She'll then walk off before you get a chance to question her. Before
|
||
leaving this area, take a look at the arch. There are several symbols on it,
|
||
and one close to you that appears raised. Click the Hand on it to take this
|
||
Dark One Sign (6). You may now leave to the west.
|
||
|
||
This next area is even more hideous, covered in a green slippery goo. Walk
|
||
to the west down the path and you'll automatically slide to the bottom. In
|
||
addition to the rather obvious standing stone, take note of that bonsai bush
|
||
in the lower right corner. You can't do anything with either at the moment,
|
||
so let's continue west.
|
||
|
||
This place gets better by the minute as you find yourself at the shore of a
|
||
dark fetid swamp with grasping arms reaching out of it. Ignore them and head
|
||
north and you'll *finally* reach some real forest. Continue straight north
|
||
until you hit the forest edge, then head east and you'll see the town gate in
|
||
the distance. Enter the town.
|
||
|
||
---
|
||
|
||
Man About Town
|
||
|
||
As you enter the town, take note of the staff in the monument. This is the
|
||
Staff of Erana, and it protects this town from monsters. You can't do
|
||
anything with the Staff at the moment, but it will naturally become important
|
||
later. Head north on the left side of the stone and you'll come to the first
|
||
street in Mordavia, where you'll meet the town's Burgomeister. He's
|
||
understandably quite suspicious about your arrival and is rather evasive
|
||
regarding your questions. You can chat with him both through the window and
|
||
can also go inside his office for a different conversation tree. If you ask
|
||
him about the Adventurer's Guild, he'll give you a key to unlock it.
|
||
|
||
Just to the left of the Burgomeister's Office is the General Store. Go
|
||
inside and you can speak to Olga, the town's resident gossip depository.
|
||
While she keeps her ears open about rumors, I wouldn't rely on their veracity.
|
||
That said, she is your main source of shopping in this land, so click your
|
||
Money Pouch on her (or just ask about "Purchase Goods") and you'll enter the
|
||
shopping screen. To shop, click on the item, then click on "Buy". If you
|
||
buy nothing else, I'd buy about ten Food Rations right now. If you want to
|
||
buy everything you'll need for your adventure right now, then you can also
|
||
purchase a clove of Garlic, a Pie Pan, a Flask of Oil, and some Candy.
|
||
|
||
To the left of the General Store is the Hotel Mordavia. As soon as you walk
|
||
in, the Innkeeper will explain the rates, and you'll pay automatically for
|
||
your room and board. He'll give you the key to your room. Question the
|
||
Innkeeper as well as the three farmers seated nearby. Make sure you listen
|
||
well to the farmers' dialogue, because it's quite hilarious. If you wish to
|
||
check out your room, do so. The room has a bed where you can rest for the
|
||
night as well a chest you can use to store things, although certain items the
|
||
game will not let you store.
|
||
|
||
You can now leave the inn, and head left along the street and under the arch
|
||
to the back towards the north part of town. There are three things to notice
|
||
in this area. First is that large monastery that takes up much of the screen.
|
||
Second is the hunchbacked fellow merrily chipping away at a gravestone on the
|
||
left. Third is the dilapidated building that the hunchback is sitting in
|
||
front of. You can question Igor here if you wish. More importantly, use the
|
||
key that the Burgomeister gave you to unlock the door to the building on the
|
||
left, and enter the Adventurer's Guild (6).
|
||
|
||
The first thing to do in the Guild is sign the logbook on the back wall, as one
|
||
should do when entering any Adventurer's Guild (2). Next, head over to the
|
||
bookshelf and read all the books stored there. In particular, you'll want
|
||
to read the book on Climbing (2), which will automatically give you 100 points
|
||
in the Climbing skill. This is a skill you will definitely need in this game,
|
||
so be sure to practice it and get it up to a respectable level. Best way to
|
||
practice is go out into the forest and click the Hand on trees.
|
||
|
||
Also, while you're here, take the Rope and Grapnel on the floor (2). This
|
||
will be quite a climbing aid in the game. You can use it on the hook on the
|
||
ceiling to practice, but it's much faster to grind this skill through tree
|
||
climbing. Next, turn your attention to the case on the wall. If you have
|
||
enough Strength, you can smash or force it open and you'll be able to take the
|
||
Fine Sword, which is a much better blade than the one you picked up in the
|
||
cave. Finally, you can use the exercise machine on the left to build up your
|
||
leg strength (2). In addition to your Strength numbers increasing, this will
|
||
also be put to good use in a quest later. You can only exercise so much in
|
||
one day, and you'll be informed if you won't be allowed to continue,
|
||
regardless of your current stamina. Once that happens, add weight the next
|
||
day and continue, until you're out of weights.
|
||
|
||
---
|
||
|
||
The Doctor and the Monastery
|
||
|
||
Leave the Guild, and head to the east under the arch. You'll reach the
|
||
eastern part of Mordavia and you'll notice old man Nikolai wandering around.
|
||
Although you can question him, you won't get much besides the fact that he's
|
||
searching for his Anna. Now, turn your attention to Dr. Cranium's office on
|
||
the right side of the screen. You'll have to demonstrate your smarts to
|
||
enter his laboratory. Begin by clicking the Hand on the door or the bell
|
||
rope. Match the sequence of bells that come up to enter (6).
|
||
|
||
Inside is the anteroom of his laboratory. You may notice some simliarities
|
||
with another old Sierra series. There are three doors in this area and a
|
||
weird device in the center. Start by opening the door on the right. You'll
|
||
get properly Antwerped, and the little bouncing babies will hop around the
|
||
room. You'll need to capture one of these Antwerps. To do so, click the Hand
|
||
on the T.R.A.P. device in the center of the room. The T.R.A.P. will ask you
|
||
a series of yes/no questions, and you need to provide answers that whittle
|
||
it down to the baby Antwerp (bounces, no legs, does NOT sing Waltzing
|
||
Matilda). Once you identify the baby Antwerp (2), the device will ask you
|
||
for avocado. If you've bought Food Rations from Olga, click one of them on
|
||
the device. It will start working and shortly capture one of the babies (2).
|
||
While you're here, click the Hand on the trap again to identify another
|
||
animal. The animal you want is a "hexapod". It has six legs, resembles a
|
||
squid, and you should remind it that eating Heroes does NOT sound good to you.
|
||
While there are no hexapods in the area, the T.R.A.P. will inform you that
|
||
hexapods do like garlic (2), so log that info away for later.
|
||
|
||
Now, back to the Antwerp. Open the door on the left and you'll place the
|
||
Antwerp inside the "Key Maze". The puzzle here is to rotate the maze so that
|
||
the baby bounces towards the key, and then out the exit at the edge of the
|
||
maze. Try to avoid the holes as you rotate, or else the Antwerp will be sent
|
||
back to the beginning. Once you get the key (6), you can now go to the back
|
||
door. The lock on this door is another puzzle. You need to switch the panels
|
||
to create the picture of a keyhole. It's not particularly difficult, but the
|
||
edge pieces may cause you some trouble. Be sure to match colors of the
|
||
background keys. You'll know you're done when the grid lines of the puzzle
|
||
vanish. With that done, click on the chest in the upper right corner of the
|
||
puzzle window, and use the key you take on the lock to open the door to Dr.
|
||
Cranium's private lab (6).
|
||
|
||
Inside the lab, you will be allowed to question the good doctor. He's a
|
||
rather long-winded type, but the point of talking to him is to ask him
|
||
about Science, and then ask him about Healing Potions and Poison Cures. When
|
||
you ask him about each of these, he'll mention having forgotten the formula.
|
||
This is another puzzle, but it requires your game manual (it was a form of
|
||
copy protection). If you bought the QfG Anthology or bought the game from
|
||
GOG.com, you should have manual files in the game files. Honestly, if you
|
||
don't have either, or can't be bothered to look for them, I have a list at the
|
||
bottom of this guide in the FAQ section. Use that. Anyway, give him the
|
||
formula for each of the potions and he'll give you one of each (2, 2). You
|
||
can now return to him once a day to get another of each potion. Also, you
|
||
can ask the Doctor at any time for an Empty Flask and he'll give you one free
|
||
of charge.
|
||
|
||
There's one more thing to do with Dr. Cranium, and it won't become important
|
||
until a bit later, but on Day 3 (or the third day you visit him), he'll bring
|
||
up the idea of Rehydration Solution. Ask him about it and you'll have to
|
||
input one more formula from your manual (2). He won't give you the solution,
|
||
though, until you go down to the Squid Stone area (the area with the slippery
|
||
path) and get him some Grue Goo from there, so be sure to bring an empty
|
||
flask next time you visit that neck of the woods and pick up some Goo (6).
|
||
|
||
Well, that takes care of much of the logistics in town, so let's have some
|
||
danger. Head back to the north part of the town with the monastery. The door
|
||
is locked and guarded by that enchanted stone hectapus, but you can enter via
|
||
two ways. One is to climb through the window, although I doubt your skill
|
||
is high enough to do so. The other is to simply use the Dark One Sign on the
|
||
door (6). The inside of the monastery contains a few points of interest.
|
||
First, you can smash open the glass cabinet to the left to get a free Healing
|
||
Potion. Second, note the fireplace, and that thing above it. That's a
|
||
hexapod. Remember when we ID'd the hexapod at Dr. Cranium's? Give him
|
||
Garlic if you're carrying any so he won't bother you if you get close. Now,
|
||
click the Hand on the right side of the fireplace to open the rather obvious
|
||
secret passage to the basement (6).
|
||
|
||
The basement is quite a bit more interesting than the main floor. You'll want
|
||
to stay away from the book and the far left wall, but note the letters
|
||
written there. The roll-top desk in the lower right is important. Force it
|
||
open and you'll be poisoned, so be ready with an antidote (there's no safe way
|
||
to open it with your class). Rifle through the desk and you'll learn about
|
||
Amon Tillado, the Mad Monk, and the location of the Dark One Rituals:
|
||
|
||
"First" Ritual: "Placed within the Mad Monk's tombstone, there to be forever
|
||
guarded by followers".
|
||
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the light of
|
||
a dead child's soul".
|
||
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the spirit
|
||
which dwells there".
|
||
Blood Ritual: "Magically concealed in the monastery, and only he who
|
||
willingly seeks dark visions will find it".
|
||
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark One".
|
||
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is missing
|
||
in the forest and presumed dead, but where is the Heart Ritual?"
|
||
|
||
So, what does it all mean? Well, you already found the Dark One Sign, and
|
||
there was no Mouth Ritual under it. Hmm.
|
||
|
||
Note that the monastery was mentioned in those notes, regarding the Blood
|
||
Ritual, and that you have to seek dark visions. Click the Hand on the "Cask
|
||
of Amon Tillado" (groan) and you'll pass out. After witnessing a vision of
|
||
the Dark One rising, you'll find a scroll forming from the droplets. You now
|
||
have the Blood Ritual. Don't worry, that was the only easy ritual to get.
|
||
|
||
There's one last thing to do in the monastery, but it's part of another quest,
|
||
so I'll bring it up there. Suffice to say you'll be back here.
|
||
|
||
Once you finish all quest-related tasks in the monastery, you can let your
|
||
inner pyro unleash and set fire to this evil building. Take the Torch and
|
||
click it on the rug, curtains, or the book in the basement and you'll burn
|
||
the insides up. While this doesn't get you any Puzzle Points, you will get
|
||
Honor for it, and the townspeople will comment on it. Fortunately, the game
|
||
will stop you if there's something left to do inside, so don't worry about
|
||
getting yourself stuck over a little barbecue.
|
||
|
||
---
|
||
|
||
Scenic Mordavia
|
||
|
||
First of all, let's get down to the main brass tacks of the Fighter class:
|
||
killing anything that moves. Like past Quest for Glory games, you get points
|
||
for each different monster you kill:
|
||
|
||
Vorpal Bunny: 2
|
||
Necrotaur: 2
|
||
Wyvern: 2
|
||
Chernovy: 2
|
||
Revenant: 2
|
||
Wraith: 2
|
||
|
||
Check out the Monsters section for tips on fighting them. I didn't include
|
||
Badder in this list because you killed some back in the cave, so you'll
|
||
already have those points. Also, although I included Wraiths, I'd suggest
|
||
against fighting them immediately. Their life-sucking abilities are going to
|
||
grate on you until you get some protection, and that comes later.
|
||
|
||
There's much to do in the valley, so let's take things in a direction that
|
||
spreads out from the town. Let's begin at the town gate. You'll see some
|
||
pumpkins and corn to the right. Take an ear of Corn for later. Click the
|
||
Hand on the stump on the left side of the screen and you'll find a few
|
||
Crowns someone left there. Lastly, after a few days, come to the gates at
|
||
night and you may run into Katrina. If you show up wounded, she'll give
|
||
you a Healing Potion. You can flirt with her for a bit before she has to
|
||
leave, but there's not much to be gained from these little talks. She may
|
||
even leave a note in your room to see her. After a couple of meetings,
|
||
she'll ask to meet you by the castle gates. Meet her there and you'll see
|
||
what she looks like without her scarf. Despite her suggestions and vague
|
||
talk about how she needs your help with something, not much will come of
|
||
these meetings, so they're not necessary.
|
||
|
||
Speaking of the Castle Gates, during the day you can meet Boris Stovich the
|
||
Gatekeeper. Note that he and Olga the Shopkeeper have the same last name.
|
||
Tell Olga about Boris and she'll get all snippy about her estranged husband.
|
||
Play messenger as you go back to Boris and tell him about Olga, and continue
|
||
bouncing back and forth until the two agree to get back together. You get no
|
||
Puzzle Points for this, but you do get Honor.
|
||
|
||
Next, let's go to the Cemetery. From the town gates, head south two screens,
|
||
east two screens, and then north one. If you get lost, look at the map I
|
||
put in Section 4A or just click the Eye around and you'll get a general idea
|
||
of where you are and what you're near. As for the Cemetery itself, there
|
||
isn't much to do there besides read the gravestones and sometimes meet Igor
|
||
here, busy at work.
|
||
|
||
In the far northeastern corner of the forest is the Gypsy Camp. For now,
|
||
it's off-limits, but make sure you note its location.
|
||
|
||
One screen south and one screen east from the Cemetery is a cluster of bushes
|
||
notable by its whimsical soundtrack. This is where the Leshy, the forest
|
||
spirit, hangs out. To speak to him (or be spoken to by him), you may have to
|
||
click on several giggling bushes. Once you're asked a riddle, click the
|
||
Mouth on yourself to respond. You cannot answer a riddle correctly until your
|
||
character has the knowledge, so don't think you'll be able to just type in
|
||
the answer. Here are the series of riddles, shortened to avoid silly rhymes:
|
||
|
||
- Q: Who am I?
|
||
- A: "Leshy" (2)
|
||
- Found in Hero's Magazine in Adventurer's Guild.
|
||
|
||
- Q: Save a plant from goo.
|
||
- A: "Bush" (2)
|
||
- You must have the bush in your possession, which I describe below the
|
||
riddles. Once you answer this one, he'll tell you to plant it. Put it in
|
||
Erana's Garden and come back to get the next riddle.
|
||
|
||
- Q: Who's in the lake?
|
||
- A: "Rusalka" (2)
|
||
- You must have visited her at least once.
|
||
|
||
- Q: Who hides behind "trick sticks"?
|
||
- A: "Baba Yaga" (2)
|
||
- You must have visited her or spoken to Punny Bones about her.
|
||
|
||
- Q: A berry bush with attitude?
|
||
- A: "Elderbury Bush" (2)
|
||
- You must finish Baba Yaga's quest of making her a pie.
|
||
|
||
- Q: Who has the Heart Ritual?
|
||
- A: "Wraith" (2)
|
||
- You must have collected the Heart Ritual.
|
||
|
||
Now, getting the bush for the Leshy in that second riddle is its own small
|
||
quest. Go to the far southwest back to the Squid Stone area. You should be
|
||
able to see the little bonsai bush in the far right corner, in a small puddle
|
||
of goo behind some rocks. Throw some rocks at the pile to break them (if you
|
||
need rocks, go back to the forest and click the Hand on the ground). Once the
|
||
pile breaks, the bush should slide down the gooey slide right to you. Take
|
||
the bush (15). Now that you have the Bush, go back to answer the Leshy's
|
||
riddle, then go to Erana's Garden and plant it (6).
|
||
|
||
NOTE ABOUT BUG: In some versions, throwing those rocks will cause game to bug
|
||
up a bit and you'll slide around without walking animations. To fix this,
|
||
grab some goo in a flask.
|
||
|
||
While we're on the subject of Erana's Garden, it's directly south of the
|
||
Leshy's clearing, but you have to walk all the way around and enter from the
|
||
south. This is a safe place to spend the night, and you'll get some weird
|
||
dreams thrown in at no charge. The water in the pond will cure poison if you
|
||
drink it directly, and there is a hoard of thirty Crowns in the leftmost
|
||
lantern.
|
||
|
||
Next on the exploration parade is Lake Mordavia, also known as the Lake of
|
||
the Lost. From the town gates, head south until you hit a wall, then go
|
||
west until you hit a wall, then go south one screen. There's a lot to see at
|
||
this lake. Soooo much to see. This is the Rusalka, and I'm sure you're too
|
||
smart to fall for her charms and get dragged underwater. Your goal here is to
|
||
show her kindness, and do so by giving her Flowers or Candy (6). From this
|
||
point on, you'll be able to question her about the lake and the swamp that
|
||
borders it. Unfortunately, your class cannot help her any further.
|
||
|
||
While there are other things you can do right now in the forest, most of them
|
||
are related to major quests, so we'll get to them when we get to them.
|
||
|
||
---
|
||
|
||
The Gypsy and the Hunchback
|
||
|
||
On the morning of Day 4 or 5, head to the front of the Burgomeister's office
|
||
and you'll see the three farmers that usually hang out in the Inn at night.
|
||
Ask them all what's going on and they'll tell you that Igor is missing and
|
||
that they found a gypsy. Actually, wait, no. They tell you that the gypsy
|
||
they caught is a Werewolf and he ate Igor. It's a little confusing as to what
|
||
the facts are in this investigation. You may question the farmers, the
|
||
Burgomeister, and the gypsy himself, but you'll get very little help, so the
|
||
majority of the investigation has to be done on your own.
|
||
|
||
To solve this mystery, visit Igor's normal haunts. He's not at his usual
|
||
hangout, and Dr. Cranium will make no mention of him. That leaves the
|
||
cemetery. As soon as you reach it, you'll see a headstone tipped over on an
|
||
open grave and hear horrible moaning coming from underneath. It can't be
|
||
that simple, can it? You bet it can! Click the Hand on the headstone to
|
||
lift it up and Igor will hop on out (15). He'll give you due thanks and head
|
||
on back to town. At this point, the gypsy will immediately be freed.
|
||
|
||
Later that day, or the next day, as you exit town, the gypsy will approach
|
||
you in the town gate area. He'll invite you to their camp, so head up to
|
||
the northeast corner of the forest to find their wagons (2). Davy will
|
||
introduce to Magda, the leader of their pack and fortuneteller. Give her a
|
||
Crown (2), and she will perform a Tarot reading. You can get up to four
|
||
readings, no more than one per day. These readings first focus on you (King
|
||
of Swords), then on three other people in your life who may be important (King
|
||
of Coins, Queen of Swords, Queen of Cups). You can also learn quite a bit
|
||
about the meanings of Tarot cards (and these are actual interpretations of the
|
||
cards). Educational!
|
||
|
||
You get one more thing from Magda: the Undead Amulet. This will allow you to
|
||
engage in combat with Wraiths without having your health steadily draining,
|
||
but it's only effective while in actual combat. You may now run around the
|
||
forest at night and go on a Wraith-killing rampage. The barrows each have a
|
||
fair amount of treasure in them. You can check the map in Section 4A to learn
|
||
where, or just work from this list:
|
||
|
||
1) Four screens south of the Town Gates.
|
||
2) From the Leshy bushes, two screens west.
|
||
3) From the Leshy bushes, three screens north.
|
||
4) From the Leshy bushes, two screens east.
|
||
5) From Erana's Garden, one screen west and three screens south.
|
||
|
||
The fifth one is a tougher variety than the rest, but the reward is worth
|
||
it. You get a TON of money, a Battle Axe, and the Dark One's Heart Ritual
|
||
from its barrow (15).
|
||
|
||
---
|
||
|
||
The Way to Baba Yaga's Heart
|
||
|
||
On the evening of Day 3 (yes, we're going back in time, these quests overlap
|
||
a bit), if you go to the Inn, you'll find a gnome in a jester's outfit
|
||
performing his... "comedy" act. Speak to Punny Bones and he'll tell you he's
|
||
staying at the room at the end of the upstairs landing. Go up to his room on
|
||
any future day and question him. He'll tell you that he was cursed to get a
|
||
0-point skill in Jokes by the mistress of curses herself, Baba Yaga. While
|
||
you're here, take the Rubber Chicken (2) on his bed. You'll need it for this
|
||
quest.
|
||
|
||
So, Baba Yaga's in Mordavia, eh? Few people will actually tell you where her
|
||
hut is, so I'll tell you it's in the southeastern corner of the forest.
|
||
From Erana's Garden, go one screen south, all the way east, then all the way
|
||
south to a dead end of the forest. If you look at the bushes to the west,
|
||
you'll be told they seem to have been planted deliberately. You'll need a
|
||
magic phrase to get past these, and there are two places to get it. One way is
|
||
to answer the Leshy's riddles. In one of them, he'll mention the magic
|
||
phrase. The other way is to visit the gypsies repeatedly. At one point,
|
||
Davy will tell you that he heard someone say the magic phrase, which is
|
||
"Bushes, hear! Disappear!" In the southeastern dead-end of the forest, click
|
||
the Mouth on the bush, and "Say Magic Phrase". The bushes will vanish, and
|
||
you'll be able to proceed west towards a familiar sight (6).
|
||
|
||
Walk up to the skulls and the lead skull will threaten you, and then almost
|
||
immediately recognize you. Bonehead is the skull that you gave a glowing
|
||
gem to way back in Spielburg, and just like then, he won't let you buy until
|
||
you bargain with him. Click the Mouth on yourself and "Tell About Gnome" and
|
||
he'll mention wanting something to keep the sun out of his eyes.
|
||
|
||
Now, pay attention, because coming up is one of those classic Sierra "there
|
||
had to have been an easier way to do this" quests. Wait until night in the
|
||
forest, then go two screens west of Erana's Garden. You'll see a ghostly
|
||
apparition floating in the clearing. Talk to her and she'll ask you to help
|
||
her get home. You can question her or tell her whatever you want, but there's
|
||
not much point to it. Leave the screen and return and you'll speak to her
|
||
again, but not make any progress. Leave and return a third time. This time,
|
||
she'll became agitated as to why she can't follow you. Tell her she's a
|
||
Ghost (6). Leave and return a fourth time and she'll have remembered
|
||
everything. Ask her Name and you'll learn that this is Nikolai's lost wife,
|
||
Anna. Return to Nikolai in the east part of town and tell him about Anna.
|
||
He'll wander off to find her. As you can imagine, he won't last long. Go out
|
||
to Anna's clearing at night again to find the two reunited (6). Leave and
|
||
return one last time and two will thank you, and ask if there's any way they
|
||
can return the favor. Ask them about whatever you want, but what you really
|
||
need is Nikolai's Hat (2). That's right, you needed to kill an old man to </span><span id="faqspan-3">
|
||
get a hat for Bonehead. I suppose you can get some solace that the two are
|
||
happy in death.
|
||
|
||
So, with a new jaunty hat in hand, head back to Baba Yaga's Hut and place the
|
||
hat on Bonehead (6). He'll turn off the laser skulls and you can walk up to
|
||
the hut, which will walk away, as it apparently doesn't like you. If you
|
||
haven't yet, return to the Town Gates to pick up some corn, then place it
|
||
on the ground in front of the hut (6). It'll squat, and you can head inside.
|
||
|
||
As you enter the hut, Baba Yaga will quickly spring a trap on you and once
|
||
again contemplate on how delicious Hero Sandwiches are. As soon as you gain
|
||
control, Tell her about the Gnome, and, after some finagling, she'll agree
|
||
to help you if you make her a delicious Elderbury Pie. Once you sends you
|
||
back outside, talk to Bonehead and he'll tell you about what you need to make
|
||
it:
|
||
|
||
Pie Pan - Easily done. Go to the General Store and pick one up for 250 kopeks.
|
||
Grue Goo - Take an Empty Flask to the Squid Stone area, then use it on the
|
||
green goop.
|
||
Bonemeal - You'll need a Bone for this. There are a couple of places to get
|
||
them. A couple of the Wraith barrows have bones in them, but a sure-fire
|
||
means is to go to the northwestern of the two swamp shore screens in the
|
||
southwest. That screen has a skeleton in it, and you can grab a Bone from
|
||
there. Now, head back to Baba Yaga's, place the Bone in the mortar, then
|
||
click the Hand on the mortar to grind it. Use an Empty Flask on the mortar
|
||
to collect the Bonemeal (2).
|
||
Elderbury Berries - This is the fun part. First, you'll need to find the
|
||
Elderbury Bush. From Erana's Garden, go two screens south and two screens
|
||
west. You'll know you're in the right place once you see the bush with
|
||
yellow eyestalks. Throw some rocks at the bush to dislodge a berry branch.
|
||
Now, you have to move the bush so you can get to the berries without it
|
||
lashing at you. Place Punny Bones' Rubber Chicken on the ground (yes, you
|
||
read right) and the bush will move. Step carefully around it and get the
|
||
berries (6).
|
||
|
||
NOTE: There actually is a hint about this. If you go visit the Gypsies,
|
||
Magda will mention having a dream about seeing you throwing something that's
|
||
a bird, yet not a bird. It's a bit subtle, I admit.
|
||
|
||
Combine all the ingredients together in your Inventory, then head back to Baba
|
||
Yaga's and show it to Bonehead. Click the Pie on the cluster of four skulls
|
||
in the lower left and they'll laser it up to golden brown. You'll
|
||
automatically re-enter the hut. Once you regain control of yourself, click
|
||
on your Inventory, select the Pie and give it to her (6). She'll ask what
|
||
you want for your trouble. Tell her about the Gnome and she'll give you the
|
||
Good Humor Bar. Bring it back to Punny Bones at the Inn and his humor will
|
||
(allegedly) be restored (15). As you leave his room, he'll give you a gift
|
||
of telling you the Ultimate Joke. Stop by the Inn that evening and you'll
|
||
see his last show before he leaves the valley.
|
||
|
||
---
|
||
|
||
The Destiny Spell
|
||
|
||
This is a series of tasks that leads to the major turning point in the game,
|
||
so we'll tackle them starting with the simplest. The quest revolves around
|
||
Tanya, the daughter of the Innkeepers. If you question them about Tanya,
|
||
you'll learn that she was taken from her room one night and nobody knows
|
||
where she is. Sounds like a job for a hero, but you need more clues to this
|
||
mystery besides "she's gone".
|
||
|
||
Fortunately, you can rely on the help of one more being who lives in the Inn.
|
||
Sleep in your bed an hour at a time until it's after midnight (you get a
|
||
"You're getting tired" message). Everyone else will have gone to bed, but if
|
||
you go to the main room of the Inn, you'll see a blue creature perched above
|
||
the fireplace. This is a Domovoi, a spirit that lives in households and
|
||
brings good luck. Unfortunately, this one's a little depressed over the
|
||
grim atmosphere of the Inn. He mentions needing your help at a later date, so
|
||
come back another night to speak to him. At this visit, he'll mention a
|
||
"bad place Domovoi" that needs some help. As you can probably imagine, that
|
||
"bad place" is the monastery. Head inside the monastery and you'll see a
|
||
dried up Domovoi on the cabinet on the left-hand wall. If you have Dr.
|
||
Cranium's Rehydration Solution, use it on the Domovoi (6). To get the
|
||
Solution, simply visit him at anytime on Day 3 or afterwards and give him the
|
||
formula for it, then give him some Grue Goo to trade for it.
|
||
|
||
Anyway, with the brown Domovoi restored to full wetness, you can return to the
|
||
Inn and speak to the blue Domovoi. He'll spin the entire tale of how Tanya was
|
||
scared of the dark, how she was visited at night by a "friendly monster", and
|
||
how that monster gave her a doll. After her parents were frightened by the
|
||
sudden appearance of the doll, Tanya, worried that her parents would be
|
||
frightened of her new friend, the monster, went away with him. The Domovoi
|
||
gives you leave to take the Doll from the china cabinet in order to get
|
||
Tanya's trust.
|
||
|
||
Now, the Domovoi didn't tell you *where* Tanya is, but I imagine you could
|
||
hazard a guess. If you go to Castle Borgov and speak to Boris, and ask him
|
||
"Who Lives In the Castle", he'll mention who he believes to be "the Master's
|
||
daughter". Can't get more obvious than that. Now, the trick is to get in
|
||
the castle, and there are two ways go about it. As a Fighter, you'll be
|
||
given points for both ways, so we'll do both. The first is the most direct.
|
||
At night, go to the castle gate, click the Hand on the gate, and smash it
|
||
down. You'll have to beat down the two Necrotaurs behind it, of course, and
|
||
then go up to the courtyard and force the main door open (2). The other
|
||
route is more subtle; through the crypt in the cemetery. Speak to Igor, and,
|
||
having rescued him earlier, he'll give you the key to the crypt if you ask
|
||
for it. Head to the cemetery and unlock the crypt door (6).
|
||
|
||
Once inside the crypt, there's no obvious way to leave. If you look at the
|
||
nearest Grim Reaper statue, you'll see it has a sign on it that says "Greet
|
||
the Reaper". Click the Hand on it and you'll leave the crypt (6). Since you
|
||
get points for it, you may as well do it on your first trip in. Now, we'll
|
||
need to find a way into the castle. Search the wall-mounted coffins, and
|
||
you'll find that the one on the far right has a keyhole in it. To get the
|
||
key, click the Hand on the Borgov crest on the floor. To solve this puzzle,
|
||
you'll need to spell out the name "BORGOV" in colors, meaning you have to
|
||
click Blue, Orange, Red, Green, Orange, and Violet. Doing so will give you
|
||
the key for the coffin, so unlock it and enter the secret passage (6).
|
||
|
||
Here's a rather crude map of Borgov Castle. The squares are rooms while the
|
||
long lines connecting certain squares are screens with staircases. The castle
|
||
can be rather complicated, given how some screens kind of turn you around. I
|
||
tried to compensate as best as possible with the ways to leave and enter
|
||
screens.
|
||
|
||
===== |---------------------------------| 3
|
||
===== |----| 5 |----| | -^^^-
|
||
‡ 8 ‡ |4 | | |-----------------| | ‡ 7 |-|
|
||
‡ ‡ | ===== | 9 | | ‡ | |
|
||
----- ----- ----- ===== ----- ===== ----- ----- |
|
||
‡ |great|----------| ‡ < 3 |-| |-| | | | 6 ‡ |
|
||
‡ |hall | 2| ‡ < | | | | | | | ‡ |
|
||
===== ----- | ===== ===== | | ===== ===== ===== ===== |
|
||
‡main ‡ ----- ----- ===== ===== | | |
|
||
‡door ‡ ‡crypt< 1 | | |-| | -----
|
||
----- ‡ > | | | | ‡dung.|
|
||
‡gate ‡ ===== ===== ===== ===== | ‡ |
|
||
‡ ‡ | =====
|
||
----- ===== |
|
||
‡Tanya|-|
|
||
‡ |
|
||
=====
|
||
|
||
Okay, the Gate, Main Door, and Crypt should be self-explanatory as we just
|
||
came from one of those two directions.
|
||
|
||
Great Hall - This is simply a large open main hall, and has three exits (not
|
||
counting the main door, since you can't leave via that way). One exit is the
|
||
obvious door to the right, the second is the door up the short flight of
|
||
stairs (which on the map points to 4), and the third is a not very visible
|
||
exit to the left of the stairs, but it's there.
|
||
Dungeon - On the far right of the map is the castle dungeon, which is not
|
||
normally accessible. The staircase room before it is populated by two Goon
|
||
guards, who will kill you if you try to pass.
|
||
Tanya - This is Tanya's playroom. You can only enter this room and speak to
|
||
Tanya at night, for reasons that are probably obvious. We'll discuss that
|
||
more down below.
|
||
Area #1 - This is the room that you enter from the crypt secret passage. To
|
||
get back to the crypt, click the Hand on the candelabra on the wall.
|
||
Area #2 - This is a staircase just off the Great Hall. At night, walk up to
|
||
the upper door and you'll be told you hear voices. Make sure you use Oil on
|
||
the door, then click the Hand on it and choose "Listen" to hear a very
|
||
interesting conversation.
|
||
Area #3 - This is a room with a secret passage. Click the Hand on the crest
|
||
above the bookcase to open this one-way passage.
|
||
Area #4 - This staircase has a ghost in it. Although it's rather chilling,
|
||
it's actually quite harmless and you can't interact with it in any
|
||
meaningful way.
|
||
Area #5 - This room has as safe in it. Smash it open (be prepared to heal
|
||
up afterwards) to find some money. You can also find a few coins in the
|
||
cabinet behind the safe.
|
||
Area #6 - This hallway has a bench on it which you can rest on.
|
||
Area #7 - This is a library room. Click on the center bookshelf, then click
|
||
on the books E-X-I-T. This will give you a secret passage back to Area #3.
|
||
Area #8 - This is a bedroom which a chest on it. Smash open the trapped lock
|
||
and take the damage, then defeat the Wraith inside. You'll get some money
|
||
and a Healing Potion.
|
||
Area #9 - This staircase simply has some Badders that you'll have to fight.
|
||
|
||
Phew. Now that we've exhausted all the interesting stuff in here, speak to
|
||
Tanya. If it weren't obvious, she's a vampire now. Her friend here is the
|
||
friendly monster, Toby. If you question her she mentions "Aunt Trina" and
|
||
"The Dark Man". Give her the Doll (15) and both she and Toby will trust you.
|
||
Still, you obviously can't take her back to her parents like this.
|
||
|
||
Head out to the Gypsy Camp. Ask Magda about the Staff of Erana, and then the
|
||
Destiny Spell. It's a spell by which one can sacrifice their life to give
|
||
life to one that they love. Sounds pretty heavy. Go back to the castle and
|
||
speak to Tanya. Tell her about the Destiny Spell. Toby will take the
|
||
initiative and you will all immediately travel to the Staff. The Staff will
|
||
begin the Destiny Spell, with Toby offering to give up his life so Tanya can
|
||
live again as a human. After all is said and done, the Staff will fall to
|
||
the ground and you'll take it into your possession (25).
|
||
|
||
You'll wake up the next morning. You can talk to Yuri, Bella, and Tanya, and
|
||
they'll all thank you profusely for last night's efforts. At this point,
|
||
things will be set into motion to get towards the finale of the game. Stay
|
||
another night at the inn and a note will appear on your storage chest. The
|
||
note is signed "Katrina" and requests you come to the castle gates at night.
|
||
|
||
---
|
||
|
||
The Geas
|
||
|
||
Once you respond to the note, the game will pretty much be on a time limit
|
||
towards the end, so make an effort to finish up any skill-grinding you wish
|
||
to do. You can complete the game without a large supply of potions, but I
|
||
suggest having a few on hand just in case.
|
||
|
||
When you feel you're ready, head over to the screen below the castle gates and
|
||
you'll bump into your old foe, Ad Avis, now undead and a vampire, under the
|
||
control of the Dark Master. You can talk with him for a bit, but after a
|
||
few topics, he'll summon a bunch of Necrotaurs to chase after you. If you
|
||
want, you can play along with this chase. It's even possible to make it all
|
||
the way back to town, but there's no real point, as you can't move the game
|
||
forward until you get captured.
|
||
|
||
Once you come to, you'll find yourself in chains in the castle dungeon. Ad
|
||
Avis will taunt you for a moment, then cast a spell to make you sleep until
|
||
the next day's sunset. When you awaken, click the Hand on yourself to break
|
||
your chains, then grab the nearby stake and hammer. Head over to the
|
||
dungeon door and listen at it. The Goon guards will mention a secret passage
|
||
in there. Head back to iron maiden and click the Hand on it to step inside.
|
||
You'll find yourself in the Master's bedroom. Open the coffin and you'll
|
||
discover that, surprise, surprise, Katrina IS the Dark Master! Do anything
|
||
to Katrina EXCEPT kill her, and she'll wake up. She'll haul you back off to
|
||
the dungeon and start whaling on you. You can say whatever you want to her,
|
||
but in the end she will decide she still has a use for you. She invokes a
|
||
Geas on you to find the five missing Dark One Rituals. With the Rituals, she
|
||
intends to awaken the Dark One so he will cover the world with the Shadows of
|
||
Darkness, meaning she will never have to be vulnerable again. You have three
|
||
days in which to accomplish this or else.
|
||
|
||
You will reappear outside the castle. Ah, Hero. What kind of mess have you
|
||
got yourself into this time? It's entirely possible to already have all five
|
||
Rituals at this point, but for the sake of continuity, I'll detail here how
|
||
to find them all. First, you may want to make a trip to visit the Gypsies.
|
||
Magda will give you a free reading in which she details all the missing
|
||
Rituals, including the sixth, which you'll deal with while in the Dark One
|
||
Cave. Also, the basement of the monastery contains the Mad Monk's notes which
|
||
can help you as well. Here we go:
|
||
|
||
#1 - Bone Ritual: This Ritual is located in the swamp, in the Mad Monk's
|
||
Tombstone. Well, I hope you've been exercising on the leg-stepper machine
|
||
at the Adventurer's Guild, because all that hard legwork is about to pay off.
|
||
Head to the shore of the swamp and walk on in for some sloshing good fun.
|
||
Avoid the grasping hands, and head down and left routinely. After a while,
|
||
you'll reach the tomb (6). Two Chernovy Wizards stand here, blasting you
|
||
with magic. Walk up and deal with each of them. Now, you need to open the
|
||
tomb. Place the Dark One Sign upon it. You need to input the symbols of
|
||
the order of the Rituals to open it. It's actually quite easy: start at the
|
||
Mouth at the upper-right corner, then proceed clockwise in a circle. The
|
||
tomb will open and you'll find the Ritual inside (2). Head back out the way
|
||
you came in.
|
||
|
||
#2 - Blood Ritual: This Ritual is in the monastery. If you've followed the
|
||
walkthrough, you should already have it, but I'll detail it again: enter the
|
||
monastery by placing the Dark One Sign on its door. Once inside, use Garlic
|
||
on the hexapod hanging over the fireplace, then click the Hand on the
|
||
fireplace to descend into the basement. Tap the wine cask in the back.
|
||
|
||
#3 - Breath Ritual: The notes of the Mad Monk said it's in the Hangman's
|
||
Tree, which is on the same screen as Baba Yaga's hut. Well, it's obviously
|
||
not there, so that means the Ogress has it. You'll need something to trade
|
||
with her for it. Either get some Grue Goo or make some more Bonemeal and
|
||
give it to her. Ask for the Ritual in return.
|
||
|
||
#4 - Sense Ritual: According to the Mad Monk, this is in the Squid Stone,
|
||
and only revealed by the light of a dead child's soul. Head to the
|
||
southeastern swamp shore at night and you'll see some Will O' Wisps dancing
|
||
out there. Buy some Candy from Olga and place it on the ground. Trap the
|
||
Wisps in an Empty Flask (6). Now head east to the Squid Stone and use the
|
||
Flask o' Wisps on it. Images and a hole appear on it. Use the Dark One
|
||
Sign on the stone, now. You'll see a series of letters, and your objective
|
||
is to spell out the Dark One's name, which is "Avoozl". Unfortunately, this
|
||
is kinda bugged on faster computers, but it's still possible to work it.
|
||
Click AVVOOOZZLL (note how on some clicks the sign points to the C without
|
||
lighting up). Once that's done, the stone will open and you can take the
|
||
Ritual (6). Now, make sure you go back to the Swamp Shore and release the
|
||
Wisps, unless you want to lose some Honor the next morning.
|
||
|
||
#5 - Heart Ritual: Ah, given to "Gregor" for safekeeping, according to the
|
||
notes. Well, that's not very helpful. Talking to the Gypsies will inform
|
||
you that a Wraith has it. I'll cut to the chase and let you know that it's
|
||
the Wraith that's two screens west and two screens south of Erana's Garden.
|
||
If you've followed the walkthrough, you should have it already, along with
|
||
the cool Battle Axe inside.
|
||
|
||
With all five Rituals, return to the castle and you'll find the main gate
|
||
open. Head inside, and Katrina and Ad Avis will teleport you to the game's
|
||
finale.
|
||
|
||
---
|
||
|
||
Ave Avoozl
|
||
|
||
You'll be in front of the Dark One's Cave. Katrina will perform the Mouth
|
||
Ritual to open the cave (proving she was the one who had it, which makes
|
||
sense since she used it to let you out). She'll tell you you'll find the
|
||
final Ritual inside, so let's get in there and get it on (15).
|
||
|
||
We're back in the pit chamber of the cave. The tentacled beast from long
|
||
ago is now hanging around in the open. That book next to him has the last
|
||
Ritual in it. Use the Rope and Grapnel to lower yourself down to the
|
||
lower floor and slash the Pit Horror to pieces (4). Take the book and you'll
|
||
learn that this thing was the last Boyar, and you'll also get the Essence
|
||
Ritual (15). Use your Rope and Grapnel to get back out the way you came
|
||
down, then cross the rope as you did in the beginning to head further into
|
||
the cave.
|
||
|
||
In the Heart Chamber, you should be able to notice the pulsating valve on
|
||
the right side of the room. Open it and you'll re-enter the Bone Chamber,
|
||
the very room you started the game in. Walk over to the altar and use your
|
||
Torch on the left-hand sconce to light it, then replace your Torch in the
|
||
right-hand sconce for some nice spooky lighting. Use the Dark One Sign on
|
||
the altar and it will disappear, finally having served its purpose. Now, it's
|
||
time to use the Bone Ritual on the altar (6). Once you finished the reading,
|
||
the bones in the room will close on you. Fortunately, you're buff. Click
|
||
the Hand on them to bust them open, then grab your Torch and leave this
|
||
room (15).
|
||
|
||
The next room you need to enter is on the left. This is the Blood Chamber.
|
||
Make your way down to the bottom of the room, then climb up the bowls to the
|
||
altar on the right. Use the Blood Ritual on the altar to read it (6) and
|
||
highly corrosive blood will start gushing out of the altar. The truly
|
||
dangerous part is in the lowest bowl, since the blood is leaking out over the
|
||
sides. You have to stop up that flow so you can get back out of the chamber,
|
||
so use the Rope and Grapnel to climb up to the ledge above you, then click the
|
||
Hand on the rock sitting on the ledge to push it into the bowl. You'll plug
|
||
up the upper bowl, allowing you to climb back down and walk out the way you
|
||
came in (15).
|
||
|
||
The next chamber is the Breath Chamber. Head over to the left side and use
|
||
the Breath Ritual on the altar with all the odd pipes sticking out of it.
|
||
Just reading it won't be enough, though. Pay attention to what the Ritual
|
||
says. These are instructions for how to blow on the pipes on the altar.
|
||
There are six pipes altogether, and you have to blow them in exactly the
|
||
correct order or you'll be killed. The order is lower right, lower left,
|
||
lower middle, and upper middle. If you do it right, a massive wind will
|
||
start blowing in the chamber (6). As you try to escape, you'll be swept up
|
||
by the wind in a rather comical fashion. As you fly by the plants on the
|
||
ground, try to grab one and you'll pull yourself to safety. Head back out of
|
||
the room (15).
|
||
|
||
The final chamber is the Sense Chamber. As you enter, you'll realize you've
|
||
been struck completely senseless. Walk to the lower left of the room, then
|
||
to the upper left, then to the upper right. As you walk, you'll slowly
|
||
regain your senses. For some fun, click the Hand after you regain each
|
||
sense to get some interesting messages about what you're feeling, smelling,
|
||
or hearing. Once you reach the altar, use the Sense Ritual on it (6). This
|
||
will charge the spiky dendrites in the room with electricity. It's possible
|
||
to escape simply by timing your movements past the dendrites, but the
|
||
preferred method is to use your Rope and Grapnel on the stirrup at the top
|
||
middle of the room so you swing past the majority of them. Either time your
|
||
movements past the last few, or just run and take the damage and leave this
|
||
chamber (15).
|
||
|
||
All the remains is the Heart Ritual. Use it on the heart-shaped altar in the
|
||
center of the room (6) and an opening will appear in the ceiling. Use the
|
||
Rope and Grapnel to climb up to the opening, and you'll enter the Essence
|
||
Chamber (6).
|
||
|
||
Both Katrina and Ad Avis will be here, and you'll automatically begin the
|
||
final Ritual to summon the Dark One. Once you finish, the Dark One will begin
|
||
to awaken, and Ad Avis will seize the opportunity, blasting the platform
|
||
you're standing on. Katrina will take offense to this and blast Ad Avis with
|
||
a spell, officially severing the bonds of servant and master between them.
|
||
The two will battle for short while, but neither will gain any real ground.
|
||
Ad Avis then has the bright idea of attacking you instead. Katrina, not
|
||
wanting to let you die, jumps in the path of his Dragon Fire. While she
|
||
survives the spell, Avoozl, drawn by the incredible power of the spell, will
|
||
wrap a tentacle around her and consume her. Through Katrina's sacrifice, you
|
||
find the strength and determination to destroy Ad Avis for good and pull
|
||
yourself up onto your platform.
|
||
|
||
Pull out your most powerful weapon, the Staff of Erana. It seems that the
|
||
staff has read your intentions, for it transforms into a spear. Ad Avis will
|
||
mock you, telling you that he can simply block your throw. You need a
|
||
distraction. Click the Mouth on yourself and "Tell Ultimate Joke". Ad Avis
|
||
will be bent over in laughter. Now, THROW IT! Ad Avis will be impaled on the
|
||
spear and destroyed forever. The Staff will float back to you. Click it on
|
||
the massive crystal in the room and you'll free the spirit of Erana, who will
|
||
use the Rituals to banish Avoozl back to its own dimension, where it will
|
||
never threaten the world again. Her spirit passes on with the knowledge that
|
||
the two of you have saved the land of Mordavia (50).
|
||
|
||
Congratulations, Hero! You've saved the dark realm of Mordavia! Now, you're
|
||
are going to be called to Silmaria to face your ultimate quest.
|
||
|
||
******************************************************************************
|
||
6. WIZARD WALKTHROUGH
|
||
******************************************************************************
|
||
|
||
All points for deeds are added in parentheses.
|
||
|
||
---
|
||
|
||
Welcome to Mordavia
|
||
|
||
You'll being your adventure in a rather freaky cave, half made out of bones,
|
||
with no idea how you got there or where your stuff is. The bones serve as
|
||
your platforms for walking around on. That odd-looking door thing on the back
|
||
wall is your exit, but you can't get out yet. First thing to do is look around
|
||
certain points of the room. Specifically, see if you can spot some human-
|
||
shaped skeletons. Search one of them (2) by clicking the Hand on it. It's
|
||
also possible, if you walk around long enough, that you'll trip over one and
|
||
get the items on its body anyway. On one skeleton you'll find a dagger and
|
||
some coins. On another you'll find a piece of flint and coins, and on the
|
||
third you'll just find coins. Now, turn your attention to the nearby altar.
|
||
It's that head-shaped thing on the right. Use the hand on the torch to the
|
||
right of the altar to grab it. Now, go into your inventory (the chest at the
|
||
top screen panel). Click on the flint to grab it, then click the flint on
|
||
the unlit torch to light it (6). Now that you can see more than your hand in
|
||
front of your face, make your way to the door in the back of the room, and use
|
||
your hand on it to open it.
|
||
|
||
In this next room, the first thing you'll probably see is the sheet of cloth
|
||
lying nearby. Take the Sheet, and leave through the south exit.
|
||
|
||
In this next room, you'll see a rope suspended over a chasm. Unfortunately,
|
||
you, the puny mage, can't use it. First, use the Sheet on yourself and
|
||
you'll unfurl it. Now, cast Levitate and you'll be dragged over to the other
|
||
side (15). The nasty tentacled beast won't get you unless you stand way too
|
||
close to the edge on the starting side. Walk outside by the northwest.
|
||
|
||
As you leave the cave, the mouth will slam shut behind you (as if it were an
|
||
actual mouth). As you hop across the lake of goo towards the far left side,
|
||
you'll meet a rather attractive peasant girl. She'll introduce herself as
|
||
Katrina. She tells you that you're in Mordavia, and that the town is due
|
||
north. She'll then walk off before you get a chance to question her. Before
|
||
leaving this area, take a look at the arch. There are several symbols on it,
|
||
and one close to you that appears raised. Click the Hand on it to take this
|
||
Dark One Sign (6). You may now leave to the west.
|
||
|
||
This next area is even more hideous, covered in a green slippery goo. Walk
|
||
to the west down the path and you'll automatically slide to the bottom. In
|
||
addition to the rather obvious standing stone, take note of that bonsai bush
|
||
in the lower right corner. You can't do anything with either at the moment,
|
||
so let's continue west.
|
||
|
||
This place gets better by the minute as you find yourself at the shore of a
|
||
dark fetid swamp with grasping arms reaching out of it. Ignore them and head
|
||
north and you'll *finally* reach some real forest. Continue straight north
|
||
until you hit the forest edge, then head east and you'll see the town gate in
|
||
the distance. Enter the town.
|
||
|
||
---
|
||
|
||
Man About Town
|
||
|
||
As you enter the town, take note of the staff in the monument. This is the
|
||
Staff of Erana, and it protects this town from monsters. You can't do
|
||
anything with the Staff at the moment, but it will naturally become important
|
||
later. Head north on the left side of the stone and you'll come to the first
|
||
street in Mordavia, where you'll meet the town's Burgomeister. He's
|
||
understandably quite suspicious about your arrival and is rather evasive
|
||
regarding your questions. You can chat with him both through the window and
|
||
can also go inside his office for a different conversation tree. If you ask
|
||
him about the Adventurer's Guild, he'll give you a key to unlock it.
|
||
|
||
Just to the left of the Burgomeister's Office is the General Store. Go
|
||
inside and you can speak to Olga, the town's resident gossip depository.
|
||
While she keeps her ears open about rumors, I wouldn't rely on their veracity.
|
||
That said, she is your main source of shopping in this land, so click your
|
||
Money Pouch on her (or just ask about "Purchase Goods") and you'll enter the
|
||
shopping screen. To shop, click on the item, then click on "Buy". If you
|
||
buy nothing else, I'd buy about ten Food Rations right now. If you want to
|
||
buy everything you'll need for your adventure right now, then you can also
|
||
purchase a clove of Garlic, a Pie Pan, a Flask of Oil, and some Candy.
|
||
|
||
To the left of the General Store is the Hotel Mordavia. As soon as you walk
|
||
in, the Innkeeper will explain the rates, and you'll pay automatically for
|
||
your room and board. He'll give you the key to your room. Question the
|
||
Innkeeper as well as the three farmers seated nearby. Make sure you listen
|
||
well to the farmers' dialogue, because it's quite hilarious. If you wish to
|
||
check out your room, do so. The room has a bed where you can rest for the
|
||
night as well a chest you can use to store things, although certain items the
|
||
game will not let you store.
|
||
|
||
You can now leave the inn, and head left along the street and under the arch
|
||
to the back towards the north part of town. There are three things to notice
|
||
in this area. First is that large monastery that takes up much of the screen.
|
||
Second is the hunchbacked fellow merrily chipping away at a gravestone on the
|
||
left. Third is the dilapidated building that the hunchback is sitting in
|
||
front of. You can question Igor here if you wish. More importantly, use the
|
||
key that the Burgomeister gave you to unlock the door to the building on the
|
||
left, and enter the Adventurer's Guild (6).
|
||
|
||
The first thing to do in the Guild is sign the logbook on the back wall, as one
|
||
should do when entering any Adventurer's Guild (2). Next, head over to the
|
||
bookshelf and read all the books stored there. In particular, you'll want
|
||
to read the book on "Creative Casting", which will teach you new ways to use
|
||
spells. Take note of where it suggests using alternating flame and frost
|
||
spells to make something brittle. The only other thing you can do here is
|
||
use the exercise machine. You can only exercise so much in one day, and you'll
|
||
be informed if you won't be allowed to continue, regardless of your current
|
||
stamina. Once that happens, add weight the next day and continue, until
|
||
you're out of weights. Hey, just because you're a Wizard, doesn't mean you
|
||
shouldn't keep fit.
|
||
|
||
---
|
||
|
||
The Doctor and the Monastery
|
||
|
||
Leave the Guild, and head to the east under the arch. You'll reach the
|
||
eastern part of Mordavia and you'll notice old man Nikolai wandering around.
|
||
Although you can question him, you won't get much besides the fact that he's
|
||
searching for his Anna. Now, turn your attention to Dr. Cranium's office on
|
||
the right side of the screen. You'll have to demonstrate your smarts to
|
||
enter his laboratory. Begin by clicking the Hand on the door or the bell
|
||
rope. Match the sequence of bells that come up to enter (6).
|
||
|
||
Inside is the anteroom of his laboratory. You may notice some simliarities
|
||
with another old Sierra series. There are three doors in this area and a
|
||
weird device in the center. Start by opening the door on the right. You'll
|
||
get properly Antwerped, and the little bouncing babies will hop around the
|
||
room. You'll need to capture one of these Antwerps. To do so, click the Hand
|
||
on the T.R.A.P. device in the center of the room. The T.R.A.P. will ask you
|
||
a series of yes/no questions, and you need to provide answers that whittle
|
||
it down to the baby Antwerp (bounces, no legs, does NOT sing Waltzing
|
||
Matilda). Once you identify the baby Antwerp (2), the device will ask you
|
||
for avocado. If you've bought Food Rations from Olga, click one of them on
|
||
the device. It will start working and shortly capture one of the babies (2).
|
||
While you're here, click the Hand on the trap again to identify another
|
||
animal. The animal you want is a "hexapod". It has six legs, resembles a
|
||
squid, and you should remind it that eating Heroes does NOT sound good to you.
|
||
While there are no hexapods in the area, the T.R.A.P. will inform you that
|
||
hexapods do like garlic (2), so log that info away for later.
|
||
|
||
Now, back to the Antwerp. Open the door on the left and you'll place the
|
||
Antwerp inside the "Key Maze". The puzzle here is to rotate the maze so that
|
||
the baby bounces towards the key, and then out the exit at the edge of the
|
||
maze. Try to avoid the holes as you rotate, or else the Antwerp will be sent
|
||
back to the beginning. Once you get the key (6), you can now go to the back
|
||
door. The lock on this door is another puzzle. You need to switch the panels
|
||
to create the picture of a keyhole. It's not particularly difficult, but the
|
||
edge pieces may cause you some trouble. Be sure to match colors of the
|
||
background keys. You'll know you're done when the grid lines of the puzzle
|
||
vanish. With that done, click on the chest in the upper right corner of the
|
||
puzzle window, and use the key you take on the lock to open the door to Dr.
|
||
Cranium's private lab (6).
|
||
|
||
Inside the lab, you will be allowed to question the good doctor. He's a
|
||
rather long-winded type, but the point of talking to him is to ask him
|
||
about Science, and then ask him about Healing Potions and Poison Cures. When
|
||
you ask him about each of these, he'll mention having forgotten the formula.
|
||
This is another puzzle, but it requires your game manual (it was a form of
|
||
copy protection). If you bought the QfG Anthology or bought the game from
|
||
GOG.com, you should have manual files in the game files. Honestly, if you
|
||
don't have either, or can't be bothered to look for them, I have a list at the
|
||
bottom of this guide in the FAQ section. Use that. Anyway, give him the
|
||
formula for each of the potions and he'll give you one of each (2, 2). You
|
||
can now return to him once a day to get another of each potion. Also, you
|
||
can ask the Doctor at any time for an Empty Flask and he'll give you one free
|
||
of charge.
|
||
|
||
Also, as a Wizard, be sure to ask Cranium about Magic. He'll scoff at the
|
||
idea, giving you a scroll he deems useless, but reading the scroll, you'll
|
||
learn the Glide spell (2).
|
||
|
||
There's one more thing to do with Dr. Cranium, and it won't become important
|
||
until a bit later, but on Day 3 (or the third day you visit him), he'll bring
|
||
up the idea of Rehydration Solution. Ask him about it and you'll have to
|
||
input one more formula from your manual (2). He won't give you the solution,
|
||
though, until you go down to the Squid Stone area (the area with the slippery
|
||
path) and get him some Grue Goo from there, so be sure to bring an empty
|
||
flask next time you visit that neck of the woods and pick up some Goo (6).
|
||
|
||
Well, that takes care of much of the logistics in town, so let's have some
|
||
danger. Head back to the north part of the town with the monastery. The door
|
||
is locked and guarded by that enchanted stone hectapus, but you can enter via
|
||
two ways. One is to Levitate up to the window. The other is to simply use the
|
||
Dark One Sign on the door (6). The inside of the monastery contains a few
|
||
points of interest. First, you can smash open the glass cabinet to the left
|
||
to get a free Healing Potion. Second, note the fireplace, and that thing
|
||
above it. That's a hexapod. Remember when we ID'd the hexapod at Dr.
|
||
Cranium's? Give him Garlic if you're carrying any so he won't bother you if
|
||
you get close. You also have the option of casting spells to kill him, but
|
||
that's not very nice, is it? Now, click the Hand on the right side of the
|
||
fireplace to open the rather obvious secret passage to the basement (6).
|
||
|
||
The basement is quite a bit more interesting than the main floor. You'll want
|
||
to stay away from the book and the far left wall, but note the letters
|
||
written there. The roll-top desk in the lower right is important. Get a good
|
||
distance away from it and cast Open so you'll avoid the poison gas inside.
|
||
Rifle through the desk and you'll learn about Amon Tillado, the Mad Monk, and
|
||
the location of the Dark One Rituals:
|
||
|
||
"First" Ritual: "Placed within the Mad Monk's tombstone, there to be forever
|
||
guarded by followers".
|
||
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the light of
|
||
a dead child's soul".
|
||
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the spirit
|
||
which dwells there".
|
||
Blood Ritual: "Magically concealed in the monastery, and only he who
|
||
willingly seeks dark visions will find it".
|
||
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark One".
|
||
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is missing
|
||
in the forest and presumed dead, but where is the Heart Ritual?"
|
||
|
||
So, what does it all mean? Well, you already found the Dark One Sign, and
|
||
there was no Mouth Ritual under it. Hmm.
|
||
|
||
Note that the monastery was mentioned in those notes, regarding the Blood
|
||
Ritual, and that you have to seek dark visions. Click the Hand on the "Cask
|
||
of Amon Tillado" (groan) and you'll pass out. After witnessing a vision of
|
||
the Dark One rising, you'll find a scroll forming from the droplets. You now
|
||
have the Blood Ritual. Don't worry, that was the only easy ritual to get.
|
||
|
||
There's one last thing to do in the monastery, but it's part of another quest,
|
||
so I'll bring it up there. Suffice to say you'll be back here.
|
||
|
||
Once you finish all quest-related tasks in the monastery, you can let your
|
||
inner pyro unleash and set fire to this evil building. Take the Torch and
|
||
click it (or cast Flame Dart) on the rug, curtains, or the book in the basement
|
||
and you'll burn the insides up. While this doesn't get you any Puzzle Points,
|
||
you will get Honor for it, and the townspeople will comment on it.
|
||
Fortunately, the game will stop you if there's something left to do inside, so
|
||
don't worry about getting yourself stuck over a little barbecue.
|
||
|
||
---
|
||
|
||
Scenic Mordavia
|
||
|
||
There's much to do in the valley, so let's take things in a direction that
|
||
spreads out from the town. Let's begin at the town gate. You'll see some
|
||
pumpkins and corn to the right. Take an ear of Corn for later. Click the
|
||
Hand on the stump on the left side of the screen and you'll find a few
|
||
Crowns someone left there. Lastly, after a few days, come to the gates at
|
||
night and you may run into Katrina. If you show up wounded, she'll give
|
||
you a Healing Potion. As a Wizard, your first meeting with her at the gates
|
||
will get you the Frost Bite spell (6).
|
||
|
||
You can flirt with her for a bit before she has to leave, but there's not much
|
||
to be gained from these little talks. She may even leave a note in your room
|
||
to see her. After a couple of meetings, she'll ask to meet you by the castle
|
||
gates. Meet her there and you'll see what she looks like without her scarf.
|
||
Despite her suggestions and vague talk about how she needs your help with
|
||
something, not much will come of these latter meetings, so they're not
|
||
necessary.
|
||
|
||
Speaking of the Castle Gates, during the day you can meet Boris Stovich the
|
||
Gatekeeper. Note that he and Olga the Shopkeeper have the same last name.
|
||
Tell Olga about Boris and she'll get all snippy about her estranged husband.
|
||
Play messenger as you go back to Boris and tell him about Olga, and continue
|
||
bouncing back and forth until the two agree to get back together. You get no
|
||
Puzzle Points for this, but you do get Honor.
|
||
|
||
Next, let's go to the Cemetery. From the town gates, head south two screens,
|
||
east two screens, and then north one. If you get lost, look at the map I
|
||
put in Section 4A or just click the Eye around and you'll get a general idea
|
||
of where you are and what you're near. As for the Cemetery itself, there
|
||
isn't much to do there besides read the gravestones and sometimes meet Igor
|
||
here, busy at work.
|
||
|
||
In the far northeastern corner of the forest is the Gypsy Camp. For now,
|
||
it's off-limits, but make sure you note its location.
|
||
|
||
One screen south and one screen east from the Cemetery is a cluster of bushes
|
||
notable by its whimsical soundtrack. This is where the Leshy, the forest
|
||
spirit, hangs out. To speak to him (or be spoken to by him), you may have to
|
||
click on several giggling bushes. Once you're asked a riddle, click the
|
||
Mouth on yourself to respond. You cannot answer a riddle correctly until your
|
||
character has the knowledge, so don't think you'll be able to just type in
|
||
the answer. Here are the series of riddles, shortened to avoid silly rhymes:
|
||
|
||
- Q: Who am I?
|
||
- A: "Leshy" (2)
|
||
- Found in Hero's Magazine in Adventurer's Guild.
|
||
|
||
- Q: Save a plant from goo.
|
||
- A: "Bush" (2)
|
||
- You must have the bush in your possession, which I describe below the
|
||
riddles. Once you answer this one, he'll tell you to plant it. Put it in
|
||
Erana's Garden and come back to get the next riddle.
|
||
|
||
- Q: Who's in the lake?
|
||
- A: "Rusalka" (2)
|
||
- You must have visited her at least once.
|
||
|
||
- Q: Who hides behind "trick sticks"?
|
||
- A: "Baba Yaga" (2)
|
||
- You must have visited her or spoken to Punny Bones about her.
|
||
|
||
- Q: A berry bush with attitude?
|
||
- A: "Elderbury Bush" (2)
|
||
- You must finish Baba Yaga's quest of making her a pie.
|
||
|
||
- Q: What does the Faerie Queen want?
|
||
- A: "Staff" (2)
|
||
- You must have the Ritual of Release spell.
|
||
|
||
Now, getting the bush for the Leshy in that second riddle is its own small
|
||
quest. Go to the far southwest back to the Squid Stone area. You should be
|
||
able to see the little bonsai bush in the far right corner, in a small puddle
|
||
of goo behind some rocks. Cast Force Bolt at the rocks to bust them up, then
|
||
cast Fetch to snag the Bush itself (15). Now that you have the Bush, go back
|
||
to answer the Leshy's riddle, then go to Erana's Garden and plant it (6).
|
||
|
||
While we're on the subject of Erana's Garden, it's directly south of the
|
||
Leshy's clearing, but you have to walk all the way around and enter from the
|
||
south. This is a safe place to spend the night, and you'll get some weird
|
||
dreams thrown in at no charge. The water in the pond will cure poison if you
|
||
drink it directly, and there is a hoard of thirty Crowns in the leftmost
|
||
lantern. Furthermore, the fruit on the tree can restore Mana, but you can
|
||
only collect them by casting Fetch on the tree, and you may take only one
|
||
Mana Fruit per day. Finally, there's a spell to be found here. Cast Detect
|
||
to note some magic in the pond. Cast Trigger on the pond and a little flower
|
||
will rise up out of it. Cast Open on the flower to find a scroll on it, then
|
||
cast Fetch on the scroll. The scroll is the Protection Spell (6), which
|
||
reduces the damage of physical attacks.
|
||
|
||
Next on the exploration parade is Lake Mordavia, also known as the Lake of
|
||
the Lost. From the town gates, head south until you hit a wall, then go
|
||
west until you hit a wall, then go south one screen. There's a lot to see at
|
||
this lake. Soooo much to see. This is the Rusalka, and I'm sure you're too
|
||
smart to fall for her charms and get dragged underwater. Your goal here is to
|
||
show her kindness, and do so by giving her Flowers or Candy (6). From this
|
||
point on, you'll be able to question her about the lake and the swamp that
|
||
borders it. Unfortunately, your class cannot help her any further.
|
||
|
||
Lastly, make a point to head one screen south of Erana's Garden at night.
|
||
You'll find an odd-looking fountain. Interact with it and you'll hear a
|
||
voice in your head. Remember that for later.
|
||
|
||
While there are other things you can do right now in the forest, most of them
|
||
are related to major quests, so we'll get to them when we get to them.
|
||
|
||
---
|
||
|
||
The Gypsy and the Hunchback
|
||
|
||
On the morning of Day 4 or 5, head to the front of the Burgomeister's office
|
||
and you'll see the three farmers that usually hang out in the Inn at night.
|
||
Ask them all what's going on and they'll tell you that Igor is missing and
|
||
that they found a gypsy. Actually, wait, no. They tell you that the gypsy
|
||
they caught is a Werewolf and he ate Igor. It's a little confusing as to what
|
||
the facts are in this investigation. You may question the farmers, the
|
||
Burgomeister, and the gypsy himself, but you'll get very little help, so the
|
||
majority of the investigation has to be done on your own.
|
||
|
||
To solve this mystery, visit Igor's normal haunts. He's not at his usual
|
||
hangout, and Dr. Cranium will make no mention of him. That leaves the
|
||
cemetery. As soon as you reach it, you'll see a headstone tipped over on an
|
||
open grave and hear horrible moaning coming from underneath. It can't be
|
||
that simple, can it? You bet it can! Cast the Open spell on the headstone to
|
||
lift it up and Igor will hop on out (15). He'll give you due thanks and head
|
||
on back to town. At this point, the gypsy will immediately be freed.
|
||
|
||
Later that day, or the next day, as you exit town, the gypsy will approach
|
||
you in the town gate area. He'll invite you to their camp, so head up to
|
||
the northeast corner of the forest to find their wagons (2). Davy will
|
||
introduce to Magda, the leader of their pack and fortuneteller. Give her a
|
||
Crown (2), and she will perform a Tarot reading. You can get up to four
|
||
readings, no more than one per day. These readings first focus on you (The
|
||
Magician), then on three other people in your life who may be important (King
|
||
of Coins, Queen of Swords, Queen of Cups). You can also learn quite a bit
|
||
about the meanings of Tarot cards (and these are actual interpretations of the
|
||
cards). Educational!
|
||
|
||
You get one more thing from Magda: the Aura Spell (6). Cast this spell and
|
||
you will be able engage in combat with Wraiths without having your health
|
||
steadily draining, but it's only effective while in actual combat. You may now
|
||
run around the forest at night and go on a Wraith-killing rampage. The barrows
|
||
each have a fair amount of treasure in them. You can check the map in Section
|
||
4A to learn where, or just work from this list:
|
||
|
||
1) Four screens south of the Town Gates.
|
||
2) From the Leshy bushes, two screens west.
|
||
3) From the Leshy bushes, three screens north.
|
||
4) From the Leshy bushes, two screens east.
|
||
5) From Erana's Garden, one screen west and three screens south.
|
||
|
||
The fifth one is a tougher variety than the rest, but the reward is worth
|
||
it. You get a TON of money.
|
||
|
||
---
|
||
|
||
The Way to Baba Yaga's Heart
|
||
|
||
On the evening of Day 3 (yes, we're going back in time, these quests overlap
|
||
a bit), if you go to the Inn, you'll find a gnome in a jester's outfit
|
||
performing his... "comedy" act. Speak to Punny Bones and he'll tell you he's
|
||
staying at the room at the end of the upstairs landing. Go up to his room on
|
||
any future day and question him. He'll tell you that he was cursed to get a
|
||
0-point skill in Jokes by the mistress of curses herself, Baba Yaga. While
|
||
you're here, take the Rubber Chicken (2) on his bed. A Wizard doesn't
|
||
actually need it, but two points are two points, right?
|
||
|
||
So, Baba Yaga's in Mordavia, eh? Few people will actually tell you where her
|
||
hut is, so I'll tell you it's in the southeastern corner of the forest.
|
||
From Erana's Garden, go one screen south, all the way east, then all the way
|
||
south to a dead end of the forest. If you look at the bushes to the west,
|
||
you'll be told they seem to have been planted deliberately. As a Wizard, all
|
||
you need to do is cast Trigger on the bushes and they'll disappear. There's a
|
||
whole thing with a magic phrase that you can learn from the Leshy or Gypsy
|
||
Davy, but why circumvent when you can cut the Gordian Knot right away? Head
|
||
to the west towards a familiar sight (6).
|
||
|
||
Walk up to the skulls and the lead skull will threaten you, and then almost
|
||
immediately recognize you. Bonehead is the skull that you gave a glowing
|
||
gem to way back in Spielburg, and just like then, he won't let you buy until
|
||
you bargain with him. Click the Mouth on yourself and "Tell About Gnome" and
|
||
he'll mention wanting something to keep the sun out of his eyes.
|
||
|
||
Now, pay attention, because coming up is one of those classic Sierra "there
|
||
had to have been an easier way to do this" quests. Wait until night in the
|
||
forest, then go two screens west of Erana's Garden. You'll see a ghostly
|
||
apparition floating in the clearing. Talk to her and she'll ask you to help
|
||
her get home. You can question her or tell her whatever you want, but there's
|
||
not much point to it. Leave the screen and return and you'll speak to her
|
||
again, but not make any progress. Leave and return a third time. This time,
|
||
she'll became agitated as to why she can't follow you. Tell her she's a
|
||
Ghost (6). Leave and return a fourth time and she'll have remembered
|
||
everything. Ask her Name and you'll learn that this is Nikolai's lost wife,
|
||
Anna. Return to Nikolai in the east part of town and tell him about Anna.
|
||
He'll wander off to find her. As you can imagine, he won't last long. Go out
|
||
to Anna's clearing at night again to find the two reunited (6). Leave and
|
||
return one last time and two will thank you, and ask if there's any way they
|
||
can return the favor. Ask them about whatever you want, but what you really
|
||
need is Nikolai's Hat (2). That's right, you needed to kill an old man to
|
||
get a hat for Bonehead. I suppose you can get some solace that the two are
|
||
happy in death.
|
||
|
||
So, with a new jaunty hat in hand, head back to Baba Yaga's Hut and place the
|
||
hat on Bonehead (6). He'll turn off the laser skulls and you can walk up to
|
||
the hut, which will walk away, as it apparently doesn't like you. If you
|
||
haven't yet, return to the Town Gates to pick up some corn, then place it
|
||
on the ground in front of the hut (6). It'll squat, and you can head inside.
|
||
|
||
As you enter the hut, Baba Yaga will quickly spring a trap on you and once
|
||
again contemplate on how delicious Hero Sandwiches are. As soon as you gain
|
||
control, Tell her about the Gnome, and, after some finagling, she'll agree
|
||
to help you if you make her a delicious Elderbury Pie. Once you sends you
|
||
back outside, talk to Bonehead and he'll tell you about what you need to make
|
||
it:
|
||
|
||
Pie Pan - Easily done. Go to the General Store and pick one up for 250 kopeks.
|
||
Grue Goo - Take an Empty Flask to the Squid Stone area, then use it on the
|
||
green goop.
|
||
Bonemeal - You'll need a Bone for this. There are a couple of places to get
|
||
them. A couple of the Wraith barrows have bones in them, but a sure-fire
|
||
means is to go to the northwestern of the two swamp shore screens in the </span><span id="faqspan-4">
|
||
southwest. That screen has a skeleton in it, and you can grab a Bone from
|
||
there. Now, head back to Baba Yaga's, place the Bone in the mortar, then
|
||
click the Hand on the mortar to grind it. Use an Empty Flask on the mortar
|
||
to collect the Bonemeal (2).
|
||
Elderbury Berries - This is the fun part. First, you'll need to find the
|
||
Elderbury Bush. From Erana's Garden, go two screens south and two screens
|
||
west. You'll know you're in the right place once you see the bush with
|
||
yellow eyestalks. Cast Force Bolt at the bush to dislodge a berry branch,
|
||
then cast Fetch on the little branch so you can take the berries (6). This
|
||
would have been where you used the Rubber Chicken, but who needs convoluted
|
||
puzzles when you've got magic on your side?
|
||
|
||
Combine all the ingredients together in your Inventory, then head back to Baba
|
||
Yaga's and show it to Bonehead. Click the Pie on the cluster of four skulls
|
||
in the lower left and they'll laser it up to golden brown. You'll
|
||
automatically re-enter the hut. Once you regain control of yourself, click
|
||
on your Inventory, select the Pie and give it to her (6). She'll ask what
|
||
you want for your trouble. Tell her about the Gnome and she'll give you the
|
||
Good Humor Bar. Bring it back to Punny Bones at the Inn and his humor will
|
||
(allegedly) be restored (15). As you leave his room, he'll give you a gift
|
||
of telling you the Ultimate Joke. Stop by the Inn that evening and you'll
|
||
see his last show before he leaves the valley.
|
||
|
||
There's one more reason to bother Baby Yaga for the moment. First, get some
|
||
more Grue Goo or make some more Bonemeal, then head back inside and give the
|
||
gruesome item to her. Ask for "Magic" and she'll teach you the "Hide"
|
||
spell (6), which allows you to remain invisible so long as you're not
|
||
moving.
|
||
|
||
---
|
||
|
||
The Destiny Spell
|
||
|
||
This is a series of tasks that leads to the major turning point in the game,
|
||
so we'll tackle them starting with the simplest. The quest revolves around
|
||
Tanya, the daughter of the Innkeepers. If you question them about Tanya,
|
||
you'll learn that she was taken from her room one night and nobody knows
|
||
where she is. Sounds like a job for a hero, but you need more clues to this
|
||
mystery besides "she's gone".
|
||
|
||
Fortunately, you can rely on the help of one more being who lives in the Inn.
|
||
Sleep in your bed an hour at a time until it's after midnight (you get a
|
||
"You're getting tired" message). Everyone else will have gone to bed, but if
|
||
you go to the main room of the Inn, you'll see a blue creature perched above
|
||
the fireplace. This is a Domovoi, a spirit that lives in households and
|
||
brings good luck. Unfortunately, this one's a little depressed over the
|
||
grim atmosphere of the Inn. He mentions needing your help at a later date, so
|
||
come back another night to speak to him. At this visit, he'll mention a
|
||
"bad place Domovoi" that needs some help. As you can probably imagine, that
|
||
"bad place" is the monastery. Head inside the monastery and you'll see a
|
||
dried up Domovoi on the cabinet on the left-hand wall. If you have Dr.
|
||
Cranium's Rehydration Solution, use it on the Domovoi (6). To get the
|
||
Solution, simply visit him at anytime on Day 3 or afterwards and give him the
|
||
formula for it, then give him some Grue Goo to trade for it.
|
||
|
||
Anyway, with the brown Domovoi restored to full wetness, you can return to the
|
||
Inn and speak to the blue Domovoi. He'll spin the entire tale of how Tanya was
|
||
scared of the dark, how she was visited at night by a "friendly monster", and
|
||
how that monster gave her a doll. After her parents were frightened by the
|
||
sudden appearance of the doll, Tanya, worried that her parents would be
|
||
frightened of her new friend, the monster, went away with him. The Domovoi
|
||
gives you leave to take the Doll from the china cabinet in order to get
|
||
Tanya's trust.
|
||
|
||
Now, the Domovoi didn't tell you *where* Tanya is, but I imagine you could
|
||
hazard a guess. If you go to Castle Borgov and speak to Boris, and ask him
|
||
"Who Lives In the Castle", he'll mention who he believes to be "the Master's
|
||
daughter". Can't get more obvious than that. Now, the trick is to get in
|
||
the castle, and there are two ways go about it. One way is the direct
|
||
approach: to bust down the castle gate at night, slay the Necrotaurs guarding
|
||
it, and bust open the front door. The other route is more subtle, and more
|
||
preferred, as it gives you points; through the crypt in the cemetery. Speak
|
||
to Igor, and, having rescued him earlier, he'll give you the key to the crypt
|
||
if you ask for it. Head to the cemetery and unlock the crypt door (6).
|
||
|
||
Once inside the crypt, there's no obvious way to leave. If you look at the
|
||
nearest Grim Reaper statue, you'll see it has a sign on it that says "Greet
|
||
the Reaper". Click the Hand on it and you'll leave the crypt (6). Since you
|
||
get points for it, you may as well do it on your first trip in. Now, we'll
|
||
need to find a way into the castle. Search the wall-mounted coffins, and
|
||
you'll find that the one on the far right has a keyhole in it. To get the
|
||
key, click the Hand on the Borgov crest on the floor. To solve this puzzle,
|
||
you'll need to spell out the name "BORGOV" in colors, meaning you have to
|
||
click Blue, Orange, Red, Green, Orange, and Violet. Doing so will give you
|
||
the key for the coffin, so unlock it and enter the secret passage (6).
|
||
|
||
Here's a rather crude map of Borgov Castle. The squares are rooms while the
|
||
long lines connecting certain squares are screens with staircases. The castle
|
||
can be rather complicated, given how some screens kind of turn you around. I
|
||
tried to compensate as best as possible with the ways to leave and enter
|
||
screens.
|
||
|
||
===== |---------------------------------| 3
|
||
===== |----| 5 |----| | -^^^-
|
||
‡ 8 ‡ |4 | | |-----------------| | ‡ 7 |-|
|
||
‡ ‡ | ===== | 9 | | ‡ | |
|
||
----- ----- ----- ===== ----- ===== ----- ----- |
|
||
‡ |great|----------| ‡ < 3 |-| |-| | | | 6 ‡ |
|
||
‡ |hall | 2| ‡ < | | | | | | | ‡ |
|
||
===== ----- | ===== ===== | | ===== ===== ===== ===== |
|
||
‡main ‡ ----- ----- ===== ===== | | |
|
||
‡door ‡ ‡crypt< 1 | | |-| | -----
|
||
----- ‡ > | | | | ‡dung.|
|
||
‡gate ‡ ===== ===== ===== ===== | ‡ |
|
||
‡ ‡ | =====
|
||
----- ===== |
|
||
‡Tanya|-|
|
||
‡ |
|
||
=====
|
||
|
||
Okay, the Gate, Main Door, and Crypt should be self-explanatory as we just
|
||
came from one of those two directions.
|
||
|
||
Great Hall - This is simply a large open main hall, and has three exits (not
|
||
counting the main door, since you can't leave via that way). One exit is the
|
||
obvious door to the right, the second is the door up the short flight of
|
||
stairs (which on the map points to 4), and the third is a not very visible
|
||
exit to the left of the stairs, but it's there.
|
||
Dungeon - On the far right of the map is the castle dungeon, which is not
|
||
normally accessible. The staircase room before it is populated by two Goon
|
||
guards, who will kill you if you try to pass.
|
||
Tanya - This is Tanya's playroom. You can only enter this room and speak to
|
||
Tanya at night, for reasons that are probably obvious. We'll discuss that
|
||
more down below.
|
||
Area #1 - This is the room that you enter from the crypt secret passage. To
|
||
get back to the crypt, click the Hand on the candelabra on the wall.
|
||
Area #2 - This is a staircase just off the Great Hall. At night, walk up to
|
||
the upper door and you'll be told you hear voices. Make sure you use Oil on
|
||
the door, then click the Hand on it and choose "Listen" to hear a very
|
||
interesting conversation.
|
||
Area #3 - This is a room with a secret passage. Click the Hand on the crest
|
||
above the bookcase to open this one-way passage.
|
||
Area #4 - This staircase has a ghost in it. Although it's rather chilling,
|
||
it's actually quite harmless and you can't interact with it in any
|
||
meaningful way.
|
||
Area #5 - This room has as safe in it. Cast Trigger or Open on the safe from
|
||
long range to open it and find some money. You can also find a few coins in
|
||
the cabinet behind the safe.
|
||
Area #6 - This hallway has a bench on it which you can rest on.
|
||
Area #7 - This is a library room. Click on the center bookshelf, then click
|
||
on the books E-X-I-T. This will give you a secret passage back to Area #3.
|
||
Area #8 - This is a bedroom which a chest on it. Cast Aura, then Trigger or
|
||
Open on the chest from a safe distance, then defeat the Wraith inside.
|
||
You'll get some money and a Healing Potion.
|
||
Area #9 - This staircase simply has some Badders that you'll have to fight.
|
||
|
||
Phew. Now that we've exhausted all the interesting stuff in here, speak to
|
||
Tanya. If it weren't obvious, she's a vampire now. Her friend here is the
|
||
friendly monster, Toby. If you question her she mentions "Aunt Trina" and
|
||
"The Dark Man". Give her the Doll (15) and both she and Toby will trust you.
|
||
Still, you obviously can't take her back to her parents like this.
|
||
|
||
Head out to the Gypsy Camp. Ask Magda about the Staff of Erana, and then the
|
||
Destiny Spell. It's a spell by which one can sacrifice their life to give
|
||
life to one that they love. Sounds pretty heavy. Next, remember that fairy
|
||
fountain that knocked you out just south of Erana's Garden? Go there now
|
||
and you'll see a Staff floating in the air. Touch it (or if you're feeling
|
||
rambunctious, cast Trigger on it). The Faery Folk will appear before you and
|
||
their queen, Tatiana, will task you with retrieving the Staff for them. In
|
||
order to do so, she'll give you the Ritual of Release spell.
|
||
|
||
Go back to the castle and speak to Tanya. Tell her about the Destiny Spell.
|
||
Toby will take the initiative and you will all immediately travel to the
|
||
Staff. You'll automatically cast the Ritual of Release to remove the Staff
|
||
and it will begin the Destiny Spell, with Toby offering to give up his life so
|
||
Tanya can live again as a human. After all is said and done, the Staff will
|
||
fall to the ground and you'll take it into your possession (25). It is now
|
||
your Staff to summon. When summoned, you will be able to cast any spell
|
||
without having your MP depleted, but you cannot move or else the Staff will
|
||
vanish and you'll have to summon it again.
|
||
|
||
You'll wake up the next morning. You can talk to Yuri, Bella, and Tanya, and
|
||
they'll all thank you profusely for last night's efforts. At this point,
|
||
things will be set into motion to get towards the finale of the game. Stay
|
||
another night at the inn and a note will appear on your storage chest. The
|
||
note is signed "Katrina" and requests you come to the castle gates at night.
|
||
|
||
---
|
||
|
||
The Geas
|
||
|
||
Once you respond to the note, the game will pretty much be on a time limit
|
||
towards the end, so make an effort to finish up any skill-grinding you wish
|
||
to do. You can complete the game without a large supply of potions, or Mana
|
||
Fruits but I suggest having a few on hand just in case.
|
||
|
||
When you feel you're ready, head over to the screen below the castle gates and
|
||
you'll bump into your old foe, Ad Avis, now undead and a vampire, under the
|
||
control of the Dark Master. You can talk with him for a bit, but after a
|
||
few topics, he'll summon a bunch of Necrotaurs to chase after you. If you
|
||
want, you can play along with this chase. It's even possible to make it all
|
||
the way back to town, but there's no real point, as you can't move the game
|
||
forward until you get captured.
|
||
|
||
Once you come to, you'll find yourself in chains in the castle dungeon. Ad
|
||
Avis will taunt you for a moment, then cast a spell to make you sleep until
|
||
the next day's sunset. When you awaken, cast the Open spell on yourself to
|
||
unlock your chains, then grab the nearby stake and hammer. Head over to the
|
||
dungeon door and listen at it. The Goon guards will mention a secret passage
|
||
in there. Head back to iron maiden and click the Hand on it to step inside.
|
||
You'll find yourself in the Master's bedroom. Open the coffin and you'll
|
||
discover that, surprise, surprise, Katrina IS the Dark Master! Do anything
|
||
to Katrina EXCEPT kill her, and she'll wake up. She'll haul you back off to
|
||
the dungeon and start whaling on you. You can say whatever you want to her,
|
||
but in the end she will decide she still has a use for you. She invokes a
|
||
Geas on you to find the five missing Dark One Rituals. With the Rituals, she
|
||
intends to awaken the Dark One so he will cover the world with the Shadows of
|
||
Darkness, meaning she will never have to be vulnerable again. You have three
|
||
days in which to accomplish this or else.
|
||
|
||
You will reappear outside the castle. Ah, Hero. What kind of mess have you
|
||
got yourself into this time? It's entirely possible to already have all five
|
||
Rituals at this point, but for the sake of continuity, I'll detail here how
|
||
to find them all. First, you may want to make a trip to visit the Gypsies.
|
||
Magda will give you a free reading in which she details all the missing
|
||
Rituals, including the sixth, which you'll deal with while in the Dark One
|
||
Cave. Also, the basement of the monastery contains the Mad Monk's notes which
|
||
can help you as well. Here we go:
|
||
|
||
#1 - Bone Ritual: This Ritual is located in the swamp, in the Mad Monk's
|
||
Tombstone. If you haven't yet, ask Dr. Cranium about Magic to get the Glide
|
||
spell. This is where you need to use it. Cast and coast along the swamp
|
||
water. You can either step onto the little tufts of grass or just keep
|
||
gliding. Head down and left routinely. After a while, you'll reach the
|
||
tomb (6). Two Chernovy Wizards stand here, blasting you with magic. Walk up
|
||
and deal with each of them. Now, you need to open the tomb. Place the
|
||
Dark One Sign upon it. You need to input the symbols of the order of the
|
||
Rituals to open it. It's actually quite easy: start at the Mouth at the
|
||
upper-right corner, then proceed clockwise in a circle. The tomb will open
|
||
and you'll find the Ritual inside (2). Head back out the way you came in.
|
||
|
||
#2 - Blood Ritual: This Ritual is in the monastery. If you've followed the
|
||
walkthrough, you should already have it, but I'll detail it again: enter the
|
||
monastery by placing the Dark One Sign on its door. Once inside, use Garlic
|
||
on the hexapod hanging over the fireplace, then click the Hand on the
|
||
fireplace to descend into the basement. Tap the wine cask in the back.
|
||
|
||
#3 - Breath Ritual: The notes of the Mad Monk said it's in the Hangman's
|
||
Tree, which is on the same screen as Baba Yaga's hut. Well, it's obviously
|
||
not there, so that means the Ogress has it. You'll need something to trade
|
||
with her for it. Either get some Grue Goo or make some more Bonemeal and
|
||
give it to her. Ask for the Ritual in return.
|
||
|
||
#4 - Sense Ritual: According to the Mad Monk, this is in the Squid Stone,
|
||
and only revealed by the light of a dead child's soul. Head to the
|
||
southeastern swamp shore at night and you'll see some Will O' Wisps dancing
|
||
out there. Buy some Candy from Olga and place it on the ground. Trap the
|
||
Wisps in an Empty Flask (6). Now head east to the Squid Stone and use the
|
||
Flask o' Wisps on it. Images and a hole appear on it. Use the Dark One
|
||
Sign on the stone, now. You'll see a series of letters, and your objective
|
||
is to spell out the Dark One's name, which is "Avoozl". Unfortunately, this
|
||
is kinda bugged on faster computers, but it's still possible to work it.
|
||
Click AVVOOOZZLL (note how on some clicks the sign points to the C without
|
||
lighting up). Once that's done, the stone will open and you can take the
|
||
Ritual (6). Now, make sure you go back to the Swamp Shore and release the
|
||
Wisps, unless you want to lose some Honor the next morning.
|
||
|
||
#5 - Heart Ritual: Ah, given to "Gregor" for safekeeping, according to the
|
||
notes. Well, that's not very helpful. Talking to the Gypsies will inform
|
||
you that a powerful yet deceitful woman has it. Well, geez, we know so many.
|
||
Actually, you may recall that you only got the Staff by virtue of the Faerie
|
||
Queen giving you the Ritual of Release, so head on back to the spot south
|
||
of Erana's Garden at night. Tatiana will try to summon the Staff for her
|
||
own, but the Staff is having none of that, and will declare itself yours.
|
||
The Queen will be a bit miffed, and will try to kill you. First, summon the
|
||
Staff. Next, cast Reversal. This won't slow the faeries down much as
|
||
they'll just switch to area-effect attacks. Now, go to your spell menu.
|
||
Note that you have a new spell there that looks like two arrows pointing up
|
||
and down. Cast "Resistance" and you'll take far less damage from those
|
||
attacks. Now, take a Healing Potion if you need it, then pump the Faerie
|
||
Queen full of the Frost Bite spell. After several hits, she and her
|
||
entourage will decide to cut their losses and teleport out, leaving behind
|
||
the Ritual (15).
|
||
|
||
With all five Rituals, return to the castle and you'll find the main gate
|
||
open. Head inside, and Katrina and Ad Avis will teleport you to the game's
|
||
finale.
|
||
|
||
---
|
||
|
||
Ave Avoozl
|
||
|
||
You'll be in front of the Dark One's Cave. Katrina will perform the Mouth
|
||
Ritual to open the cave (proving she was the one who had it, which makes
|
||
sense since she used it to let you out). She'll tell you you'll find the
|
||
final Ritual inside, so let's get in there and get it on (15).
|
||
|
||
We're back in the pit chamber of the cave. The tentacled beast from long
|
||
ago is now hanging around in the open. That book next to him has the last
|
||
Ritual in it. First, cast Calm and you'll lull the Pit Horror to sleep, then
|
||
cast Levitate near the ledge and you'll automatically lower yourself down to
|
||
the floor. Take the book and you'll learn that this thing was the last Boyar,
|
||
and you'll also get the Essence Ritual (15). Levitate straight up to the far
|
||
ledge and you'll be able to head further into the cave.
|
||
|
||
In the Heart Chamber, you should be able to notice the pulsating valve on
|
||
the right side of the room. Open it and you'll re-enter the Bone Chamber,
|
||
the very room you started the game in. Walk over to the altar and use your
|
||
Torch on the left-hand sconce to light it, then replace your Torch in the
|
||
right-hand sconce for some nice spooky lighting. Use the Dark One Sign on
|
||
the altar and it will disappear, finally having served its purpose. Now, it's
|
||
time to use the Bone Ritual on the altar (6). Once you finished the reading,
|
||
the bones in the room will close on you. You'll need to break them with
|
||
your spells. First, cast Frost Bite to chill them, then Flame Dart. This
|
||
will cause the bones to become brittle. Cast Force Bolt and you'll blast
|
||
them open. Grab your Torch and leave this room (15).
|
||
|
||
The next room you need to enter is on the left. This is the Blood Chamber.
|
||
Make your way down to the bottom of the room, then climb up the bowls to the
|
||
altar on the right. Use the Blood Ritual on the altar to read it (6) and
|
||
highly corrosive blood will start gushing out of the altar. The truly
|
||
dangerous part is in the lowest bowl, since the blood is leaking out over the
|
||
sides. Cast Frost Bite on the upper bowl and you'll momentarily freeze the
|
||
flow. Quickly move down the bowl to the ledge and back out the way you came
|
||
in (15).
|
||
|
||
The next chamber is the Breath Chamber. Head over to the left side and use
|
||
the Breath Ritual on the altar with all the odd pipes sticking out of it.
|
||
Just reading it won't be enough, though. Pay attention to what the Ritual
|
||
says. These are instructions for how to blow on the pipes on the altar.
|
||
There are six pipes altogether, and you have to blow them in exactly the
|
||
correct order or you'll be killed. The order is lower right, lower left,
|
||
lower middle, and upper middle. If you do it right, a massive wind will
|
||
start blowing in the chamber (6). As you try to escape, you'll be swept up
|
||
by the wind in a rather comical fashion. Once you get sucked into the valve
|
||
on the back wall, cast the Calm spell to momentarily stop the wind, then cast
|
||
Open on the valve you're stuck behind. You'll automatically walk to safety.
|
||
Head back out of the room (15).
|
||
|
||
The final chamber is the Sense Chamber. As you enter, you'll realize you've
|
||
been struck completely senseless. Walk to the lower left of the room, then
|
||
to the upper left, then to the upper right. As you walk, you'll slowly
|
||
regain your senses. For some fun, click the Hand after you regain each
|
||
sense to get some interesting messages about what you're feeling, smelling,
|
||
or hearing. Once you reach the altar, use the Sense Ritual on it (6). This
|
||
will charge the spiky dendrites in the room with electricity. It's possible
|
||
to escape simply by timing your movements past the dendrites, but the
|
||
preferred method is to cast Lightning Ball on them. This will cause them to
|
||
short out, allowing you to safely walk past and leave this chamber (15).
|
||
|
||
All the remains is the Heart Ritual. Use it on the heart-shaped altar in the
|
||
center of the room (6) and an opening will appear in the ceiling. Levitate
|
||
up to the opening, and you'll enter the Essence Chamber (6).
|
||
|
||
Both Katrina and Ad Avis will be here, and you'll automatically begin the
|
||
final Ritual to summon the Dark One. Once you finish, the Dark One will begin
|
||
to awaken, and Ad Avis will seize the opportunity, blasting the platform
|
||
you're standing on. Katrina will take offense to this and blast Ad Avis with
|
||
a spell, officially severing the bonds of servant and master between them.
|
||
The two will battle for short while, but neither will gain any real ground.
|
||
Ad Avis then has the bright idea of attacking you instead. Katrina, not
|
||
wanting to let you die, jumps in the path of his Dragon Fire. While she
|
||
survives the spell, Avoozl, drawn by the incredible power of the spell, will
|
||
wrap a tentacle around her and consume her. Through Katrina's sacrifice, you
|
||
find the strength and determination to destroy Ad Avis for good and pull
|
||
yourself up onto your platform.
|
||
|
||
Summon your most powerful weapon, the Staff of Erana. Ad Avis will mock you,
|
||
telling you no matter what you use against him, he'll be able to repel it.
|
||
You need a distraction. Click the Mouth on yourself and "Tell Ultimate Joke".
|
||
Ad Avis will be bent over in laughter. Now, cast any attack spell on him.
|
||
I prefer Flame Dart because Ad Avis has had a classic fear of fire, but any
|
||
attack spell works. Ad Avis will take the spell like a champ, but you'll have
|
||
turned the same tables he turned on Katrina. The power of your spell,
|
||
amplified by the Staff, will attract Avoozl, and a black tentacle will snake
|
||
out and take Ad Avis to join Katrina in the darkness. Summon your Staff one
|
||
final time. You'll automatically touch it to the massive crystal in the room
|
||
and you'll free the spirit of Erana, who will use the Rituals to banish Avoozl
|
||
back to its own dimension, where it will never threaten the world again. Her
|
||
spirit passes on with the knowledge that the two of you have saved the land of
|
||
Mordavia (50).
|
||
|
||
Congratulations, Hero! You've saved the dark realm of Mordavia! Now, you're
|
||
are going to be called to Silmaria to face your ultimate quest.
|
||
|
||
******************************************************************************
|
||
7. THIEF WALKTHROUGH
|
||
******************************************************************************
|
||
|
||
All points for deeds are added in parentheses.
|
||
|
||
---
|
||
|
||
Welcome to Mordavia
|
||
|
||
You'll being your adventure in a rather freaky cave, half made out of bones,
|
||
with no idea how you got there or where your stuff is. The bones serve as
|
||
your platforms for walking around on. That odd-looking door thing on the back
|
||
wall is your exit, but you can't get out yet. First thing to do is look around
|
||
certain points of the room. Specifically, see if you can spot some human-
|
||
shaped skeletons. Search one of them (2) by clicking the Hand on it. It's
|
||
also possible, if you walk around long enough, that you'll trip over one and
|
||
get the items on its body anyway. On one skeleton you'll find a dagger and
|
||
some coins. On another you'll find a piece of flint and coins, and on the
|
||
third you'll just find coins. Now, turn your attention to the nearby altar.
|
||
It's that head-shaped thing on the right. Use the hand on the torch to the
|
||
right of the altar to grab it. Now, go into your inventory (the chest at the
|
||
top screen panel). Click on the flint to grab it, then click the flint on
|
||
the unlit torch to light it (6). Now that you can see more than your hand in
|
||
front of your face, make your way to the door in the back of the room, and use
|
||
your hand on it to open it.
|
||
|
||
You may notice an odd mark on a rock on the floor. Take a closer look and
|
||
you'll notice it's a Thief Mark. It depicts an exit is down to the south.
|
||
Sounds good to me. Leave by the south.
|
||
|
||
In this next room, you'll see a rope suspended over a chasm. All you need to
|
||
do is simply walk the rope (15). The nasty tentacled beast won't get you
|
||
unless you stand way too close to the edge on the starting side. Walk
|
||
outside by the northwest.
|
||
|
||
As you leave the cave, the mouth will slam shut behind you (as if it were an
|
||
actual mouth). As you hop across the lake of goo towards the far left side,
|
||
you'll meet a rather attractive peasant girl. She'll introduce herself as
|
||
Katrina. She tells you that you're in Mordavia, and that the town is due
|
||
north. She'll then walk off before you get a chance to question her. Before
|
||
leaving this area, take a look at the arch. There are several symbols on it,
|
||
and one close to you that appears raised. Click the Hand on it to take this
|
||
Dark One Sign (6). You may now leave to the west.
|
||
|
||
This next area is even more hideous, covered in a green slippery goo. Walk
|
||
to the west down the path and you'll automatically slide to the bottom. In
|
||
addition to the rather obvious standing stone, take note of that bonsai bush
|
||
in the lower right corner. You can't do anything with either at the moment,
|
||
so let's continue west.
|
||
|
||
This place gets better by the minute as you find yourself at the shore of a
|
||
dark fetid swamp with grasping arms reaching out of it. Ignore them and head
|
||
north and you'll *finally* reach some real forest. Continue straight north
|
||
until you hit the forest edge, then head east and you'll see the town gate in
|
||
the distance. Enter the town.
|
||
|
||
---
|
||
|
||
Man About Town
|
||
|
||
As you enter the town, take note of the staff in the monument. This is the
|
||
Staff of Erana, and it protects this town from monsters. You can't do
|
||
anything with the Staff at the moment, but it will naturally become important
|
||
later. Head north on the left side of the stone and you'll come to the first
|
||
street in Mordavia, where you'll meet the town's Burgomeister. He's
|
||
understandably quite suspicious about your arrival and is rather evasive
|
||
regarding your questions. You can chat with him both through the window and
|
||
can also go inside his office for a different conversation tree. If you ask
|
||
him about the Adventurer's Guild, he'll give you a key to unlock it.
|
||
|
||
Just to the left of the Burgomeister's Office is the General Store. Go
|
||
inside and you can speak to Olga, the town's resident gossip depository.
|
||
While she keeps her ears open about rumors, I wouldn't rely on their veracity.
|
||
That said, she is your main source of shopping in this land, so click your
|
||
Money Pouch on her (or just ask about "Purchase Goods") and you'll enter the
|
||
shopping screen. To shop, click on the item, then click on "Buy". If you
|
||
buy nothing else, I'd buy about ten Food Rations right now. If you want to
|
||
buy everything you'll need for your adventure right now, then you can also
|
||
purchase a clove of Garlic, a Pie Pan, a Flask of Oil, a Shopping Bag, and
|
||
some Candy.
|
||
|
||
To the left of the General Store is the Hotel Mordavia. As soon as you walk
|
||
in, the Innkeeper will explain the rates, and you'll pay automatically for
|
||
your room and board. He'll give you the key to your room. Question the
|
||
Innkeeper as well as the three farmers seated nearby. Make sure you listen
|
||
well to the farmers' dialogue, because it's quite hilarious. If you wish to
|
||
check out your room, do so. The room has a bed where you can rest for the
|
||
night as well a chest you can use to store things, although certain items the
|
||
game will not let you store.
|
||
|
||
I'm making a new paragraph for this because it's something you probably
|
||
won't need to do, but you should make a point of climbing out your Inn
|
||
window one night (2).
|
||
|
||
You can now leave the inn, and head left along the street and under the arch
|
||
to the back towards the north part of town. There are three things to notice
|
||
in this area. First is that large monastery that takes up much of the screen.
|
||
Second is the hunchbacked fellow merrily chipping away at a gravestone on the
|
||
left. Third is the dilapidated building that the hunchback is sitting in
|
||
front of. You can question Igor here if you wish. More importantly, use the
|
||
key that the Burgomeister gave you to unlock the door to the building on the
|
||
left, and enter the Adventurer's Guild (6).
|
||
|
||
The first thing to do in the Guild is sign the logbook on the back wall, as one
|
||
should do when entering any Adventurer's Guild (2). Next, head over to the
|
||
bookshelf and read all the books stored there. There's not much that
|
||
interests a Thief class, but a little knowledge never hurt anyone. If you
|
||
wish, you may also use the exercise machine on the left to build up your
|
||
Strength. You can only exercise so much in one day, and you'll be informed if
|
||
you won't be allowed to continue, regardless of your current stamina. Once
|
||
that happens, add weight the next day and continue, until you're out of
|
||
weights.
|
||
|
||
---
|
||
|
||
The Thief's Training Ground
|
||
|
||
Still in the Adventurer's Guild, let's take the Rope and Grapnel (2) on the
|
||
floor. Toss it up on the hook and shimmy on up. At the top, you'll get a
|
||
close look at the ceiling and you'll find a Thief Mark at the top. It will
|
||
tell you to look under the desk. Click the Hand on the desk with the logbook,
|
||
and select "Look Under Desk" and you'll find yet another Thief Mark telling
|
||
you how to rotate the coat hooks by the door. The numbers indicate which
|
||
order you should rotate them in. Rotate the third one from the left first,
|
||
until it points up, then the the second one from the left until it points down,
|
||
then the one on the far right until it points right, then the one on the left
|
||
until it points left. A secret passage will open above the bookcase, and you
|
||
can climb up and enter the Thieves' Guild (6).
|
||
|
||
Unfortunately, it seems that this Guild is just as empty as the one you just
|
||
left, but let's explore anyway. The first thing that should catch your eye is
|
||
the charming recruitment poster on the wall. Specifically, you should note
|
||
the card in the thief's hand. It's a real Guild Card, so snag it (2). Next,
|
||
let's look at those grates in the lower right corner. One has a Thief Mark
|
||
that tells you to look in the other one. The other has a Safe Knob inside
|
||
it, so take it. Now, let's examine the door on the back wall. A closer look
|
||
will reveal that it's locked by a simple latch. Click the Guild Card on the
|
||
door to flip the latch and open it.
|
||
|
||
In this back room, you'll find a safe and a bookshelf. Scour the books and
|
||
you'll learn some basics on the ideas of traps (2). Now, for the safe. Click
|
||
the knob on the safe and you'll have to crack it. The safe was made by the
|
||
"FILCH" Safe Co., so the code should be obvious. Only problem is that you
|
||
only see the letters A, C, E, G, I, and K. That said, remember that there's
|
||
one letter between each of those in the alphabet, meaning you can click on the
|
||
lines midway between the letters to access B, D, and so on. So, spell FILCH
|
||
out and you'll open the safe (2). Search inside to find some daggers and a
|
||
lockpick. You can also click the Hand beneath the safe to find another set
|
||
of Thief Marks.
|
||
|
||
Now, let's examine the big desk that dominates the room. Click the Hand on
|
||
it, then select "Search For Traps" and you'll find a simple trap and disarm it
|
||
automatically. Next "Pick the Lock" and you'll open the desk to find a big
|
||
logbook and a brand spanking new Mark II Thieves' Tool Kit (2). You can use
|
||
this Tool Kit to help crack the safes behind the paintings on the wall. To
|
||
disarm traps using the Mark II, you need to watch as symbols pop up on the
|
||
grid, then click to stop them. The idea is to match up three of the same
|
||
symbol in a row, column, or diagonal. It's pretty easy. Inside the safes
|
||
are some money, and both a Healing Potion and Poison Cure potion.
|
||
|
||
Now, let's take some time to read the book and learn some history about the
|
||
Guild, as well as get some clues for puzzles later in the game. You'll also
|
||
get this interesting stanza:
|
||
|
||
"Bad Boys Yell
|
||
Good Girls Giggle
|
||
Rich Girls Run"
|
||
|
||
That can be shortened to:
|
||
|
||
BBY
|
||
GGG
|
||
RGR
|
||
|
||
Seeing a color-like pattern yet? Tap the barrel under the poster, and you'll
|
||
find a trap-like grid. Instead of the usual timed clicking and matching, in
|
||
this instance you'll have to click on each square until you match the 3X3 grid
|
||
above. B = Blue, Y = Yellow, etc.
|
||
|
||
Once you complete the puzzle (2), the wall on the right side will open and
|
||
you'll meet the Chief Thief of Mordavia, Lorre Petrovich. He's a little
|
||
different from your average Chief, given how he appears to be a giant
|
||
cockroach. Question him about everything. If you ask about his "condition",
|
||
he'll be evasive and suggest that you steal something first in order to
|
||
prove that you have the skills.
|
||
|
||
The easiest mark to steal from is Nikolai's house. He's the old man who
|
||
wanders around the eastern portion of the town. Obviously, you need to wait
|
||
until dark before entering. His door's barred, so you'll have to climb in
|
||
through the window. Make sure you sneak the whole way so you don't wake him.
|
||
Use your oil on both doors of his wardrobe, then open and loot each side of
|
||
it. Now, take a look at the chest at the food of his bed. You'll find a
|
||
Locket inside, and you'll note that it seems to have been handled a lot
|
||
recently. Definitely PUT IT BACK as he'll likely notice if it's missing.
|
||
Now, head downstairs and over to the desk near the door. Make sure you take
|
||
the mug off the desk and onto the floor before you open it and take what's
|
||
inside. That's all there is to find here, so leave by the window.
|
||
|
||
Once you return to the Chief, he'll tell you about his monastery job. He'll
|
||
describe how he made it to the basement and found a weird statue there that
|
||
turned him into his current form. He'll want you to get it for him to see
|
||
if it will restore him.
|
||
|
||
---
|
||
|
||
The Doctor and the Monastery
|
||
|
||
Leave the Guild, and head to the east under the arch. You'll reach the
|
||
eastern part of Mordavia and you'll notice old man Nikolai wandering around.
|
||
Although you can question him, you won't get much besides the fact that he's
|
||
searching for his Anna. Now, turn your attention to Dr. Cranium's office on
|
||
the right side of the screen. You'll have to demonstrate your smarts to
|
||
enter his laboratory. Begin by clicking the Hand on the door or the bell
|
||
rope. Match the sequence of bells that come up to enter (6).
|
||
|
||
Inside is the anteroom of his laboratory. You may notice some simliarities
|
||
with another old Sierra series. There are three doors in this area and a
|
||
weird device in the center. Start by opening the door on the right. You'll
|
||
get properly Antwerped, and the little bouncing babies will hop around the
|
||
room. You'll need to capture one of these Antwerps. To do so, click the Hand
|
||
on the T.R.A.P. device in the center of the room. The T.R.A.P. will ask you
|
||
a series of yes/no questions, and you need to provide answers that whittle
|
||
it down to the baby Antwerp (bounces, no legs, does NOT sing Waltzing
|
||
Matilda). Once you identify the baby Antwerp (2), the device will ask you
|
||
for avocado. If you've bought Food Rations from Olga, click one of them on
|
||
the device. It will start working and shortly capture one of the babies (2).
|
||
While you're here, click the Hand on the trap again to identify another
|
||
animal. The animal you want is a "hexapod". It has six legs, resembles a
|
||
squid, and you should remind it that eating Heroes does NOT sound good to you.
|
||
While there are no hexapods in the area, the T.R.A.P. will inform you that
|
||
hexapods do like garlic (2), so log that info away for later.
|
||
|
||
Now, back to the Antwerp. Open the door on the left and you'll place the
|
||
Antwerp inside the "Key Maze". The puzzle here is to rotate the maze so that
|
||
the baby bounces towards the key, and then out the exit at the edge of the
|
||
maze. Try to avoid the holes as you rotate, or else the Antwerp will be sent
|
||
back to the beginning. Once you get the key (6), you can now go to the back
|
||
door. The lock on this door is another puzzle. You need to switch the panels
|
||
to create the picture of a keyhole. It's not particularly difficult, but the
|
||
edge pieces may cause you some trouble. Be sure to match colors of the
|
||
background keys. You'll know you're done when the grid lines of the puzzle
|
||
vanish. With that done, click on the chest in the upper right corner of the
|
||
puzzle window, and use the key you take on the lock to open the door to Dr.
|
||
Cranium's private lab (6).
|
||
|
||
Inside the lab, you will be allowed to question the good doctor. He's a
|
||
rather long-winded type, but the point of talking to him is to ask him
|
||
about Science, and then ask him about Healing Potions and Poison Cures. When
|
||
you ask him about each of these, he'll mention having forgotten the formula.
|
||
This is another puzzle, but it requires your game manual (it was a form of
|
||
copy protection). If you bought the QfG Anthology or bought the game from
|
||
GOG.com, you should have manual files in the game files. Honestly, if you
|
||
don't have either, or can't be bothered to look for them, I have a list at the
|
||
bottom of this guide in the FAQ section. Use that. Anyway, give him the
|
||
formula for each of the potions and he'll give you one of each (2, 2). You
|
||
can now return to him once a day to get another of each potion. Also, you
|
||
can ask the Doctor at any time for an Empty Flask and he'll give you one free
|
||
of charge.
|
||
|
||
There's one more thing to do with Dr. Cranium, and it won't become important
|
||
until a bit later, but on Day 3 (or the third day you visit him), he'll bring
|
||
up the idea of Rehydration Solution. Ask him about it and you'll have to
|
||
input one more formula from your manual (2). He won't give you the solution,
|
||
though, until you go down to the Squid Stone area (the area with the slippery
|
||
path) and get him some Grue Goo from there, so be sure to bring an empty
|
||
flask next time you visit that neck of the woods and pick up some Goo (6).
|
||
|
||
Well, that takes care of much of the logistics in town, so let's have some
|
||
danger. Head back to the north part of the town with the monastery. The door
|
||
is locked and guarded by that enchanted stone hectapus, but you can enter via
|
||
two ways. One is to climb through the window. The other is to simply use
|
||
the Dark One Sign on the door (6). The inside of the monastery contains a few
|
||
points of interest. First, you can smash open the glass cabinet to the left
|
||
to get a free Healing Potion. Second, climb up to the ledge above the door
|
||
and take the Blackbird (6) from the alcove. It serves no purpose, but it's
|
||
a reference to a series-long quest regarding an item of great fortune, but
|
||
that's for another game. Third, note the fireplace, and that thing above it.
|
||
That's a hexapod. Remember when we ID'd the hexapod at Dr. Cranium's? Give
|
||
him Garlic if you're carrying any so he won't bother you if you get close.
|
||
Now, click the Hand on the right side of the fireplace to open the rather
|
||
obvious secret passage to the basement (6).
|
||
|
||
The basement is quite a bit more interesting than the main floor. You'll want
|
||
to stay away from the book and the far left wall, but note the letters
|
||
written there. The roll-top desk in the lower right is important, but it has
|
||
a trap on it. Disarm it with your mad skills so you avoid the poison gas.
|
||
Rifle through the desk and you'll learn about Amon Tillado, the Mad Monk, and
|
||
the location of the Dark One Rituals:
|
||
|
||
"First" Ritual: "Placed within the Mad Monk's tombstone, there to be forever
|
||
guarded by followers".
|
||
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the light of
|
||
a dead child's soul".
|
||
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the spirit
|
||
which dwells there".
|
||
Blood Ritual: "Magically concealed in the monastery, and only he who
|
||
willingly seeks dark visions will find it".
|
||
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark One".
|
||
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is missing
|
||
in the forest and presumed dead, but where is the Heart Ritual?"
|
||
|
||
So, what does it all mean? Well, you already found the Dark One Sign, and
|
||
there was no Mouth Ritual under it. Hmm.
|
||
|
||
Note that the monastery was mentioned in those notes, regarding the Blood
|
||
Ritual, and that you have to seek dark visions. Click the Hand on the "Cask
|
||
of Amon Tillado" (groan) and you'll pass out. After witnessing a vision of
|
||
the Dark One rising, you'll find a scroll forming from the droplets. You now
|
||
have the Blood Ritual. Don't worry, that was the only easy ritual to get.
|
||
|
||
In an alcove to the left of the cask is a small bug-like statue. DON'T TOUCH
|
||
IT with your bare hands (or at least save first). This is the statue that
|
||
turned the Chief into a cockroach. If you've bought a Shopping Bag from the
|
||
General Store, click it on the statue to scoop it up. Next time you return
|
||
to the Thieves' Guild, give him the statue and he'll be returned to
|
||
humanity (2).
|
||
|
||
There's one last thing to do in the monastery, but it's part of another quest,
|
||
so I'll bring it up there. Suffice to say you'll be back here.
|
||
|
||
Once you finish all quest-related tasks in the monastery, you can let your
|
||
inner pyro unleash and set fire to this evil building. Take the Torch and
|
||
click it on the rug, curtains, or the book in the basement and you'll burn
|
||
the insides up. While this doesn't get you any Puzzle Points, you will get
|
||
Honor for it, and the townspeople will comment on it. Fortunately, the game
|
||
will stop you if there's something left to do inside, so don't worry about
|
||
getting yourself stuck over a little barbecue.
|
||
|
||
---
|
||
|
||
Scenic Mordavia
|
||
|
||
There's much to do in the valley, so let's take things in a direction that
|
||
spreads out from the town. Let's begin at the town gate. You'll see some
|
||
pumpkins and corn to the right. Take an ear of Corn for later. Click the
|
||
Hand on the stump on the left side of the screen and you'll find a few
|
||
Crowns someone left there. Lastly, after a few days, come to the gates at
|
||
night and you may run into Katrina. If you show up wounded, she'll give
|
||
you a Healing Potion. You can flirt with her for a bit before she has to
|
||
leave, but there's not much to be gained from these little talks. She may
|
||
even leave a note in your room to see her. After a couple of meetings,
|
||
she'll ask to meet you by the castle gates. Meet her there and you'll see
|
||
what she looks like without her scarf. Despite her suggestions and vague
|
||
talk about how she needs your help with something, not much will come of
|
||
these meetings, so they're not necessary.
|
||
|
||
Speaking of the Castle Gates, during the day you can meet Boris Stovich the
|
||
Gatekeeper. Note that he and Olga the Shopkeeper have the same last name.
|
||
Tell Olga about Boris and she'll get all snippy about her estranged husband.
|
||
Play messenger as you go back to Boris and tell him about Olga, and continue
|
||
bouncing back and forth until the two agree to get back together. You get no
|
||
Puzzle Points for this, but you do get Honor.
|
||
|
||
Next, let's go to the Cemetery. From the town gates, head south two screens,
|
||
east two screens, and then north one. If you get lost, look at the map I
|
||
put in Section 4A or just click the Eye around and you'll get a general idea
|
||
of where you are and what you're near. As for the Cemetery itself, there
|
||
isn't much to do there besides read the gravestones and sometimes meet Igor
|
||
here, busy at work.
|
||
|
||
In the far northeastern corner of the forest is the Gypsy Camp. For now,
|
||
it's off-limits, but make sure you note its location.
|
||
|
||
One screen south and one screen east from the Cemetery is a cluster of bushes
|
||
notable by its whimsical soundtrack. This is where the Leshy, the forest
|
||
spirit, hangs out. To speak to him (or be spoken to by him), you may have to
|
||
click on several giggling bushes. Once you're asked a riddle, click the
|
||
Mouth on yourself to respond. You cannot answer a riddle correctly until your
|
||
character has the knowledge, so don't think you'll be able to just type in
|
||
the answer. Here are the series of riddles, shortened to avoid silly rhymes:
|
||
|
||
- Q: Who am I?
|
||
- A: "Leshy" (2)
|
||
- Found in Hero's Magazine in Adventurer's Guild.
|
||
|
||
- Q: Save a plant from goo.
|
||
- A: "Bush" (2)
|
||
- You must have the bush in your possession, which I describe below the
|
||
riddles. Once you answer this one, he'll tell you to plant it. Put it in
|
||
Erana's Garden and come back to get the next riddle.
|
||
|
||
- Q: Who's in the lake?
|
||
- A: "Rusalka" (2)
|
||
- You must have visited her at least once.
|
||
|
||
- Q: Who hides behind "trick sticks"?
|
||
- A: "Baba Yaga" (2)
|
||
- You must have visited her or spoken to Punny Bones about her.
|
||
|
||
- Q: A berry bush with attitude?
|
||
- A: "Elderbury Bush" (2)
|
||
- You must finish Baba Yaga's quest of making her a pie.
|
||
|
||
- Q: Who has the Heart Ritual?
|
||
- A: "Wraith" (2)
|
||
- You must have collected the Heart Ritual.
|
||
|
||
Now, getting the bush for the Leshy in that second riddle is its own small
|
||
quest. Go to the far southwest back to the Squid Stone area. You should be
|
||
able to see the little bonsai bush in the far right corner, in a small puddle
|
||
of goo behind some rocks. Throw some rocks at the pile to break them (if you
|
||
need rocks, go back to the forest and click the Hand on the ground). Once the
|
||
pile breaks, the bush will get stuck in its little spot. Use the Rope and
|
||
Grapnel on the nearby ledge, then climb up it. Now, above the Bush, use the
|
||
Rope and Grapnel on the bush itself to fish it up (15). Now that you have the
|
||
Bush, go back to answer the Leshy's riddle, then go to Erana's Garden and
|
||
plant it (6).
|
||
|
||
NOTE ABOUT BUG: In some versions, throwing those rocks will cause game to bug
|
||
up a bit and you'll slide around without walking animations. To fix this,
|
||
grab some goo in a flask.
|
||
|
||
While we're on the subject of Erana's Garden, it's directly south of the
|
||
Leshy's clearing, but you have to walk all the way around and enter from the
|
||
south. This is a safe place to spend the night, and you'll get some weird
|
||
dreams thrown in at no charge. The water in the pond will cure poison if you
|
||
drink it directly, and there is a hoard of thirty Crowns in the leftmost
|
||
lantern.
|
||
|
||
Next on the exploration parade is Lake Mordavia, also known as the Lake of
|
||
the Lost. From the town gates, head south until you hit a wall, then go
|
||
west until you hit a wall, then go south one screen. There's a lot to see at
|
||
this lake. Soooo much to see. This is the Rusalka, and I'm sure you're too
|
||
smart to fall for her charms and get dragged underwater. Your goal here is to
|
||
show her kindness, and do so by giving her Flowers or Candy (6). From this
|
||
point on, you'll be able to question her about the lake and the swamp that
|
||
borders it. Unfortunately, your class cannot help her any further.
|
||
|
||
While there are other things you can do right now in the forest, most of them
|
||
are related to major quests, so we'll get to them when we get to them.
|
||
|
||
---
|
||
|
||
The Gypsy and the Hunchback
|
||
|
||
On the morning of Day 4 or 5, head to the front of the Burgomeister's office
|
||
and you'll see the three farmers that usually hang out in the Inn at night.
|
||
Ask them all what's going on and they'll tell you that Igor is missing and
|
||
that they found a gypsy. Actually, wait, no. They tell you that the gypsy
|
||
they caught is a Werewolf and he ate Igor. It's a little confusing as to what
|
||
the facts are in this investigation. You may question the farmers, the
|
||
Burgomeister, and the gypsy himself, but you'll get very little help, so the
|
||
majority of the investigation has to be done on your own.
|
||
|
||
As a Thief, you should realize the potential of employing your unique skills
|
||
in this situation. You *could* simply find Igor and the gypsy would be off
|
||
the hook, but what fun would that be? Wait until dark and use your Toolkit
|
||
on the Burgomeister's window. Sneak over to the desk and you'll find the cell
|
||
key, plus some money for the effort. Use the key on the cell to release the
|
||
gypsy (6).
|
||
|
||
Now, the gypsy's free, but Igor is still missing. To solve this mystery,
|
||
visit Igor's normal haunts. He's not at his usual hangout, and Dr. Cranium
|
||
will make no mention of him. That leaves the cemetery. As soon as you reach
|
||
it, you'll see a headstone tipped over on an open grave and hear horrible
|
||
moaning coming from underneath. It can't be that simple, can it? You bet it
|
||
can! Climb the tree to the left and use your Rope and Grapnel on the branch
|
||
to hang it down as if it were a pulley system. Climb back down and pull on
|
||
the rope. The headstone will lift up and Igor will hop on out (15). He'll </span><span id="faqspan-5">
|
||
give you due thanks and head on back to town.
|
||
|
||
Later that day, or the next day, as you exit town, the gypsy will approach
|
||
you in the town gate area. He'll invite you to their camp, so head up to
|
||
the northeast corner of the forest to find their wagons (2). Davy will
|
||
introduce to Magda, the leader of their pack and fortuneteller. Give her a
|
||
Crown (2), and she will perform a Tarot reading. You can get up to four
|
||
readings, no more than one per day. These readings first focus on you (Page
|
||
of Swords), then on three other people in your life who may be important (King
|
||
of Coins, Queen of Swords, Queen of Cups). You can also learn quite a bit
|
||
about the meanings of Tarot cards (and these are actual interpretations of the
|
||
cards). Educational!
|
||
|
||
You get one more thing from Magda: the Undead Amulet. This will allow you to
|
||
engage in combat with Wraiths without having your health steadily draining,
|
||
but it's only effective while in actual combat. You may now run around the
|
||
forest at night and go on a Wraith-killing rampage. The barrows each have a
|
||
fair amount of treasure in them. You can check the map in Section 4A to learn
|
||
where, or just work from this list:
|
||
|
||
1) Four screens south of the Town Gates.
|
||
2) From the Leshy bushes, two screens west.
|
||
3) From the Leshy bushes, three screens north.
|
||
4) From the Leshy bushes, two screens east.
|
||
5) From Erana's Garden, one screen west and three screens south.
|
||
|
||
The fifth one is a tougher variety than the rest, but the reward is worth
|
||
it. You get a TON of money and the Dark One's Heart Ritual from its
|
||
barrow (15).
|
||
|
||
---
|
||
|
||
The Way to Baba Yaga's Heart
|
||
|
||
On the evening of Day 3 (yes, we're going back in time, these quests overlap
|
||
a bit), if you go to the Inn, you'll find a gnome in a jester's outfit
|
||
performing his... "comedy" act. Speak to Punny Bones and he'll tell you he's
|
||
staying at the room at the end of the upstairs landing. Go up to his room on
|
||
any future day and question him. He'll tell you that he was cursed to get a
|
||
0-point skill in Jokes by the mistress of curses herself, Baba Yaga. While
|
||
you're here, take the Rubber Chicken (2) on his bed. You'll need it for this
|
||
quest.
|
||
|
||
So, Baba Yaga's in Mordavia, eh? Few people will actually tell you where her
|
||
hut is, so I'll tell you it's in the southeastern corner of the forest.
|
||
From Erana's Garden, go one screen south, all the way east, then all the way
|
||
south to a dead end of the forest. If you look at the bushes to the west,
|
||
you'll be told they seem to have been planted deliberately. You'll need a
|
||
magic phrase to get past these, and there are two places to get it. One way is
|
||
to answer the Leshy's riddles. In one of them, he'll mention the magic
|
||
phrase. The other way is to visit the gypsies repeatedly. At one point,
|
||
Davy will tell you that he heard someone say the magic phrase, which is
|
||
"Bushes, hear! Disappear!" In the southeastern dead-end of the forest, click
|
||
the Mouth on the bush, and "Say Magic Phrase". The bushes will vanish, and
|
||
you'll be able to proceed west towards a familiar sight (6).
|
||
|
||
Walk up to the skulls and the lead skull will threaten you, and then almost
|
||
immediately recognize you. Bonehead is the skull that you gave a glowing
|
||
gem to way back in Spielburg, and just like then, he won't let you buy until
|
||
you bargain with him. Click the Mouth on yourself and "Tell About Gnome" and
|
||
he'll mention wanting something to keep the sun out of his eyes.
|
||
|
||
Now, pay attention, because coming up is one of those classic Sierra "there
|
||
had to have been an easier way to do this" quests. Wait until night in the
|
||
forest, then go two screens west of Erana's Garden. You'll see a ghostly
|
||
apparition floating in the clearing. Talk to her and she'll ask you to help
|
||
her get home. You can question her or tell her whatever you want, but there's
|
||
not much point to it. Leave the screen and return and you'll speak to her
|
||
again, but not make any progress. Leave and return a third time. This time,
|
||
she'll became agitated as to why she can't follow you. Tell her she's a
|
||
Ghost (6). Leave and return a fourth time and she'll have remembered
|
||
everything. Ask her Name and you'll learn that this is Nikolai's lost wife,
|
||
Anna. Return to Nikolai in the east part of town and tell him about Anna.
|
||
He'll wander off to find her. As you can imagine, he won't last long. Go out
|
||
to Anna's clearing at night again to find the two reunited (6). Leave and
|
||
return one last time and two will thank you, and ask if there's any way they
|
||
can return the favor. Ask them about whatever you want, but what you really
|
||
need is Nikolai's Hat (2). That's right, you needed to kill an old man to
|
||
get a hat for Bonehead. I suppose you can get some solace that the two are
|
||
happy in death.
|
||
|
||
So, with a new jaunty hat in hand, head back to Baba Yaga's Hut and place the
|
||
hat on Bonehead (6). He'll turn off the laser skulls and you can walk up to
|
||
the hut, which will walk away, as it apparently doesn't like you. If you
|
||
haven't yet, return to the Town Gates to pick up some corn, then place it
|
||
on the ground in front of the hut (6). It'll squat, and you can head inside.
|
||
|
||
As you enter the hut, Baba Yaga will quickly spring a trap on you and once
|
||
again contemplate on how delicious Hero Sandwiches are. As soon as you gain
|
||
control, Tell her about the Gnome, and, after some finagling, she'll agree
|
||
to help you if you make her a delicious Elderbury Pie. Once you sends you
|
||
back outside, talk to Bonehead and he'll tell you about what you need to make
|
||
it:
|
||
|
||
Pie Pan - Easily done. Go to the General Store and pick one up for 250 kopeks.
|
||
Grue Goo - Take an Empty Flask to the Squid Stone area, then use it on the
|
||
green goop.
|
||
Bonemeal - You'll need a Bone for this. There are a couple of places to get
|
||
them. A couple of the Wraith barrows have bones in them, but a sure-fire
|
||
means is to go to the northwestern of the two swamp shore screens in the
|
||
southwest. That screen has a skeleton in it, and you can grab a Bone from
|
||
there. Now, head back to Baba Yaga's, place the Bone in the mortar, then
|
||
click the Hand on the mortar to grind it. Use an Empty Flask on the mortar
|
||
to collect the Bonemeal (2).
|
||
Elderbury Berries - This is the fun part. First, you'll need to find the
|
||
Elderbury Bush. From Erana's Garden, go two screens south and two screens
|
||
west. You'll know you're in the right place once you see the bush with
|
||
yellow eyestalks. Throw some rocks at the bush to dislodge a berry branch.
|
||
Now, you have to move the bush so you can get to the berries without it
|
||
lashing at you. Place Punny Bones' Rubber Chicken on the ground (yes, you
|
||
read right) and the bush will move. Step carefully around it and get the
|
||
berries (6).
|
||
|
||
NOTE: There actually is a hint about this. If you go visit the Gypsies,
|
||
Magda will mention having a dream about seeing you throwing something that's
|
||
a bird, yet not a bird. It's a bit subtle, I admit.
|
||
|
||
Combine all the ingredients together in your Inventory, then head back to Baba
|
||
Yaga's and show it to Bonehead. Click the Pie on the cluster of four skulls
|
||
in the lower left and they'll laser it up to golden brown. You'll
|
||
automatically re-enter the hut. Once you regain control of yourself, click
|
||
on your Inventory, select the Pie and give it to her (6). She'll ask what
|
||
you want for your trouble. Tell her about the Gnome and she'll give you the
|
||
Good Humor Bar. Bring it back to Punny Bones at the Inn and his humor will
|
||
(allegedly) be restored (15). As you leave his room, he'll give you a gift
|
||
of telling you the Ultimate Joke. Stop by the Inn that evening and you'll
|
||
see his last show before he leaves the valley.
|
||
|
||
---
|
||
|
||
The Destiny Spell
|
||
|
||
This is a series of tasks that leads to the major turning point in the game,
|
||
so we'll tackle them starting with the simplest. The quest revolves around
|
||
Tanya, the daughter of the Innkeepers. If you question them about Tanya,
|
||
you'll learn that she was taken from her room one night and nobody knows
|
||
where she is. Sounds like a job for a hero, but you need more clues to this
|
||
mystery besides "she's gone".
|
||
|
||
Fortunately, you can rely on the help of one more being who lives in the Inn.
|
||
Sleep in your bed an hour at a time until it's after midnight (you get a
|
||
"You're getting tired" message). Everyone else will have gone to bed, but if
|
||
you go to the main room of the Inn, you'll see a blue creature perched above
|
||
the fireplace. This is a Domovoi, a spirit that lives in households and
|
||
brings good luck. Unfortunately, this one's a little depressed over the
|
||
grim atmosphere of the Inn. He mentions needing your help at a later date, so
|
||
come back another night to speak to him. At this visit, he'll mention a
|
||
"bad place Domovoi" that needs some help. As you can probably imagine, that
|
||
"bad place" is the monastery. Head inside the monastery and you'll see a
|
||
dried up Domovoi on the cabinet on the left-hand wall. If you have Dr.
|
||
Cranium's Rehydration Solution, use it on the Domovoi (6). To get the
|
||
Solution, simply visit him at anytime on Day 3 or afterwards and give him the
|
||
formula for it, then give him some Grue Goo to trade for it.
|
||
|
||
Anyway, with the brown Domovoi restored to full wetness, you can return to the
|
||
Inn and speak to the blue Domovoi. He'll spin the entire tale of how Tanya was
|
||
scared of the dark, how she was visited at night by a "friendly monster", and
|
||
how that monster gave her a doll. After her parents were frightened by the
|
||
sudden appearance of the doll, Tanya, worried that her parents would be
|
||
frightened of her new friend, the monster, went away with him. The Domovoi
|
||
gives you leave to take the Doll from the china cabinet in order to get
|
||
Tanya's trust.
|
||
|
||
Now, the Domovoi didn't tell you *where* Tanya is, but I imagine you could
|
||
hazard a guess. If you go to Castle Borgov and speak to Boris, and ask him
|
||
"Who Lives In the Castle", he'll mention who he believes to be "the Master's
|
||
daughter". Can't get more obvious than that. Now, the trick is to get in
|
||
the castle, and there are two ways go about it. One way is the direct
|
||
approach: to bust down the castle gate at night, slay the Necrotaurs guarding
|
||
it, and bust open the front door. The other route is more subtle, and more
|
||
preferred, as it gives you points; through the crypt in the cemetery. Speak
|
||
to Igor, and, having rescued him earlier, he'll give you the key to the crypt
|
||
if you ask for it. Head to the cemetery and unlock the crypt door (6).
|
||
|
||
Once inside the crypt, there's no obvious way to leave. If you look at the
|
||
nearest Grim Reaper statue, you'll see it has a sign on it that says "Greet
|
||
the Reaper". Click the Hand on it and you'll leave the crypt (6). Since you
|
||
get points for it, you may as well do it on your first trip in. Now, we'll
|
||
need to find a way into the castle. Search the wall-mounted coffins, and
|
||
you'll find that the one on the far right has a keyhole in it. To get the
|
||
key, click the Hand on the Borgov crest on the floor. To solve this puzzle,
|
||
you'll need to spell out the name "BORGOV" in colors, meaning you have to
|
||
click Blue, Orange, Red, Green, Orange, and Violet. Doing so will give you
|
||
the key for the coffin, so unlock it and enter the secret passage (6).
|
||
|
||
Here's a rather crude map of Borgov Castle. The squares are rooms while the
|
||
long lines connecting certain squares are screens with staircases. The castle
|
||
can be rather complicated, given how some screens kind of turn you around. I
|
||
tried to compensate as best as possible with the ways to leave and enter
|
||
screens.
|
||
|
||
NOTE: As a Thief, all doors of the castle will be locked, and you'll have to
|
||
go through the arduous process of unlocking each one with your Toolkit.
|
||
|
||
===== |---------------------------------| 3
|
||
===== |----| 5 |----| | -^^^-
|
||
‡ 8 ‡ |4 | | |-----------------| | ‡ 7 |-|
|
||
‡ ‡ | ===== | 9 | | ‡ | |
|
||
----- ----- ----- ===== ----- ===== ----- ----- |
|
||
‡ |great|----------| ‡ < 3 |-| |-| | | | 6 ‡ |
|
||
‡ |hall | 2| ‡ < | | | | | | | ‡ |
|
||
===== ----- | ===== ===== | | ===== ===== ===== ===== |
|
||
‡main ‡ ----- ----- ===== ===== | | |
|
||
‡door ‡ ‡crypt< 1 | | |-| | -----
|
||
----- ‡ > | | | | ‡dung.|
|
||
‡gate ‡ ===== ===== ===== ===== | ‡ |
|
||
‡ ‡ | =====
|
||
----- ===== |
|
||
‡Tanya|-|
|
||
‡ |
|
||
=====
|
||
|
||
Okay, the Gate, Main Door, and Crypt should be self-explanatory as we just
|
||
came from one of those two directions.
|
||
|
||
Great Hall - This is simply a large open main hall, and has three exits (not
|
||
counting the main door, since you can't leave via that way). One exit is the
|
||
obvious door to the right, the second is the door up the short flight of
|
||
stairs (which on the map points to 4), and the third is a not very visible
|
||
exit to the left of the stairs, but it's there.
|
||
Dungeon - On the far right of the map is the castle dungeon, which is not
|
||
normally accessible. The staircase room before it is populated by two Goon
|
||
guards, who will kill you if you try to pass.
|
||
Tanya - This is Tanya's playroom. You can only enter this room and speak to
|
||
Tanya at night, for reasons that are probably obvious. We'll discuss that
|
||
more down below.
|
||
Area #1 - This is the room that you enter from the crypt secret passage. To
|
||
get back to the crypt, click the Hand on the candelabra on the wall.
|
||
Area #2 - This is a staircase just off the Great Hall. At night, walk up to
|
||
the upper door and you'll be told you hear voices. Make sure you use Oil on
|
||
the door, then click the Hand on it and choose "Listen" to hear a very
|
||
interesting conversation (2).
|
||
Area #3 - This is a room with a secret passage. Click the Hand on the crest
|
||
above the bookcase to open this one-way passage.
|
||
Area #4 - This staircase has a ghost in it. Although it's rather chilling,
|
||
it's actually quite harmless and you can't interact with it in any
|
||
meaningful way.
|
||
Area #5 - This room has as safe in it. Disarm the trap on it and pick it open
|
||
to find some money. You can also find a few coins in the cabinet behind the
|
||
safe.
|
||
Area #6 - This hallway has a bench on it which you can rest on.
|
||
Area #7 - This is a library room. Click on the center bookshelf, then click
|
||
on the books E-X-I-T. This will give you a secret passage back to Area #3.
|
||
Area #8 - This is a bedroom which a chest on it. Disarm the trap on it to
|
||
open it, then defeat the Wraith inside. You'll get some money and a Healing
|
||
Potion.
|
||
Area #9 - This staircase simply has some Badders that you'll have to fight.
|
||
|
||
NOTE: I had problems with returning to the Great Hall after going to Area
|
||
#7 as a Thief. I'd try to open the door back to the Great Hall and then
|
||
return to the room I just came from with no other way to escape. It's just a
|
||
Healing Potion and loose change, so you don't really have to bother.
|
||
|
||
Phew. Now that we've exhausted all the interesting stuff in here, speak to
|
||
Tanya. If it weren't obvious, she's a vampire now. Her friend here is the
|
||
friendly monster, Toby. If you question her she mentions "Aunt Trina" and
|
||
"The Dark Man". Give her the Doll (15) and both she and Toby will trust you.
|
||
Still, you obviously can't take her back to her parents like this.
|
||
|
||
Head out to the Gypsy Camp. Ask Magda about the Staff of Erana, and then the
|
||
Destiny Spell. It's a spell by which one can sacrifice their life to give
|
||
life to one that they love. Sounds pretty heavy. Go back to the castle and
|
||
speak to Tanya. Tell her about the Destiny Spell. Toby will take the
|
||
initiative and you will all immediately travel to the Staff. The Staff will
|
||
begin the Destiny Spell, with Toby offering to give up his life so Tanya can
|
||
live again as a human. After all is said and done, the Staff will fall to
|
||
the ground and you'll take it into your possession (25).
|
||
|
||
You'll wake up the next morning. You can talk to Yuri, Bella, and Tanya, and
|
||
they'll all thank you profusely for last night's efforts. At this point,
|
||
things will be set into motion to get towards the finale of the game. Stay
|
||
another night at the inn and a note will appear on your storage chest. The
|
||
note is signed "Katrina" and requests you come to the castle gates at night.
|
||
|
||
---
|
||
|
||
The Geas
|
||
|
||
Once you respond to the note, the game will pretty much be on a time limit
|
||
towards the end, so make an effort to finish up any skill-grinding you wish
|
||
to do. You can complete the game without a large supply of potions, but I
|
||
suggest having a few on hand just in case.
|
||
|
||
When you feel you're ready, head over to the screen below the castle gates and
|
||
you'll bump into your old foe, Ad Avis, now undead and a vampire, under the
|
||
control of the Dark Master. You can talk with him for a bit, but after a
|
||
few topics, he'll summon a bunch of Necrotaurs to chase after you. If you
|
||
want, you can play along with this chase. It's even possible to make it all
|
||
the way back to town, but there's no real point, as you can't move the game
|
||
forward until you get captured.
|
||
|
||
Once you come to, you'll find yourself in chains in the castle dungeon. Ad
|
||
Avis will taunt you for a moment, then cast a spell to make you sleep until
|
||
the next day's sunset. When you awaken, use your Toolkit on yourself to
|
||
unlock your chains, then grab the nearby stake and hammer. Head over to the
|
||
dungeon door and listen at it. The Goon guards will mention a secret passage
|
||
in there. Head back to iron maiden and click the Hand on it to step inside.
|
||
You'll find yourself in the Master's bedroom. Open the coffin and you'll
|
||
discover that, surprise, surprise, Katrina IS the Dark Master! Do anything
|
||
to Katrina EXCEPT kill her, and she'll wake up. She'll haul you back off to
|
||
the dungeon and start whaling on you. You can say whatever you want to her,
|
||
but in the end she will decide she still has a use for you. She invokes a
|
||
Geas on you to find the five missing Dark One Rituals. With the Rituals, she
|
||
intends to awaken the Dark One so he will cover the world with the Shadows of
|
||
Darkness, meaning she will never have to be vulnerable again. You have three
|
||
days in which to accomplish this or else.
|
||
|
||
You will reappear outside the castle. Ah, Hero. What kind of mess have you
|
||
got yourself into this time? It's entirely possible to already have all five
|
||
Rituals at this point, but for the sake of continuity, I'll detail here how
|
||
to find them all. First, you may want to make a trip to visit the Gypsies.
|
||
Magda will give you a free reading in which she details all the missing
|
||
Rituals, including the sixth, which you'll deal with while in the Dark One
|
||
Cave. Also, the basement of the monastery contains the Mad Monk's notes which
|
||
can help you as well. Here we go:
|
||
|
||
#1 - Bone Ritual: This Ritual is located in the swamp, in the Mad Monk's
|
||
Tombstone. It's time to show off your Acrobatics. Click on the Special
|
||
menu and click on the picture of yourself curled up in a ball. Jump across
|
||
the swamp using the small tufts of grass. Avoid the grasping hands, and head
|
||
down and left routinely. After a while, you'll reach the tomb (6). A
|
||
Chernovy Wizard stands here, blasting you with magic. Jump over and deal with
|
||
it. Now, you need to open the tomb. Place the Dark One Sign upon it. You
|
||
need to input the symbols of the order of the Rituals to open it. It's
|
||
actually quite easy: start at the Mouth at the upper-right corner, then
|
||
proceed clockwise in a circle. The tomb will open and you'll find the
|
||
Ritual inside (2). Head back out the way you came in.
|
||
|
||
#2 - Blood Ritual: This Ritual is in the monastery. If you've followed the
|
||
walkthrough, you should already have it, but I'll detail it again: enter the
|
||
monastery by placing the Dark One Sign on its door. Once inside, use Garlic
|
||
on the hexapod hanging over the fireplace, then click the Hand on the
|
||
fireplace to descend into the basement. Tap the wine cask in the back.
|
||
|
||
#3 - Breath Ritual: The notes of the Mad Monk said it's in the Hangman's
|
||
Tree, which is on the same screen as Baba Yaga's hut. Well, it's obviously
|
||
not there, so that means the Ogress has it. You'll need something to trade
|
||
with her for it. Either get some Grue Goo or make some more Bonemeal and
|
||
give it to her. Ask for the Ritual in return.
|
||
|
||
#4 - Sense Ritual: According to the Mad Monk, this is in the Squid Stone,
|
||
and only revealed by the light of a dead child's soul. Head to the
|
||
southeastern swamp shore at night and you'll see some Will O' Wisps dancing
|
||
out there. Buy some Candy from Olga and place it on the ground. Trap the
|
||
Wisps in an Empty Flask (6). Now head east to the Squid Stone and use the
|
||
Flask o' Wisps on it. Images and a hole appear on it. Use the Dark One
|
||
Sign on the stone, now. You'll see a series of letters, and your objective
|
||
is to spell out the Dark One's name, which is "Avoozl". Unfortunately, this
|
||
is kinda bugged on faster computers, but it's still possible to work it.
|
||
Click AVVOOOZZLL (note how on some clicks the sign points to the C without
|
||
lighting up). Once that's done, the stone will open and you can take the
|
||
Ritual (6). Now, make sure you go back to the Swamp Shore and release the
|
||
Wisps, unless you want to lose some Honor the next morning.
|
||
|
||
#5 - Heart Ritual: Ah, given to "Gregor" for safekeeping, according to the
|
||
notes. Well, that's not very helpful. Talking to the Gypsies will inform
|
||
you that a Wraith has it. I'll cut to the chase and let you know that it's
|
||
the Wraith that's two screens west and two screens south of Erana's Garden.
|
||
If you've followed the walkthrough, you should have it already.
|
||
|
||
With all five Rituals, return to the castle and you'll find the main gate
|
||
open. Head inside, and Katrina and Ad Avis will teleport you to the game's
|
||
finale.
|
||
|
||
---
|
||
|
||
Ave Avoozl
|
||
|
||
You'll be in front of the Dark One's Cave. Katrina will perform the Mouth
|
||
Ritual to open the cave (proving she was the one who had it, which makes
|
||
sense since she used it to let you out). She'll tell you you'll find the
|
||
final Ritual inside, so let's get in there and get it on (15).
|
||
|
||
We're back in the pit chamber of the cave. The tentacled beast from long
|
||
ago is now hanging around in the open, and it appears to be asleep. That book
|
||
next to him has the last Ritual in it. Use the Rope and Grapnel to lower
|
||
yourself down to the lower floor and sneak over towards him. Take the book
|
||
and you'll learn that this thing was the last Boyar, and you'll also get the
|
||
Essence Ritual (15). Use your Rope and Grapnel to get back out the way you
|
||
came down, then cross the rope as you did in the beginning to head further
|
||
into the cave.
|
||
|
||
In the Heart Chamber, you should be able to notice the pulsating valve on
|
||
the right side of the room. Open it and you'll re-enter the Bone Chamber,
|
||
the very room you started the game in. Walk over to the altar and use your
|
||
Torch on the left-hand sconce to light it, then replace your Torch in the
|
||
right-hand sconce for some nice spooky lighting. Use the Dark One Sign on
|
||
the altar and it will disappear, finally having served its purpose. Now, it's
|
||
time to use the Bone Ritual on the altar (6). Once you finished the reading,
|
||
the bones in the room will start closing on you. Quickly jump straight up and
|
||
you should land safely. Grab your Torch and leave this room (15).
|
||
|
||
The next room you need to enter is on the left. This is the Blood Chamber.
|
||
Make your way down to the bottom of the room, then climb up the bowls to the
|
||
altar on the right. Use the Blood Ritual on the altar to read it (6) and
|
||
highly corrosive blood will start gushing out of the altar. The truly
|
||
dangerous part is in the lowest bowl, since the blood is leaking out over the
|
||
sides. You have to stop up that flow so you can get back out of the chamber,
|
||
so use the Rope and Grapnel to climb up to the ledge above you, then start
|
||
jumping around the ledges to make your way back to the entrance (15).
|
||
|
||
The next chamber is the Breath Chamber. Head over to the left side and use
|
||
the Breath Ritual on the altar with all the odd pipes sticking out of it.
|
||
Just reading it won't be enough, though. Pay attention to what the Ritual
|
||
says. These are instructions for how to blow on the pipes on the altar.
|
||
There are six pipes altogether, and you have to blow them in exactly the
|
||
correct order or you'll be killed. The order is lower right, lower left,
|
||
lower middle, and upper middle. If you do it right, a massive wind will
|
||
start blowing in the chamber (6). As you try to escape, you'll be swept up
|
||
by the wind in a rather comical fashion. Click the Hand on yourself as you
|
||
flatten against the screen and you'll latch onto the front wall, climbing
|
||
down and walking to safety. Head back out of the room (15).
|
||
|
||
The final chamber is the Sense Chamber. As you enter, you'll realize you've
|
||
been struck completely senseless. Walk to the lower left of the room, then
|
||
to the upper left, then to the upper right. As you walk, you'll slowly
|
||
regain your senses. For some fun, click the Hand after you regain each
|
||
sense to get some interesting messages about what you're feeling, smelling,
|
||
or hearing. Once you reach the altar, use the Sense Ritual on it (6). This
|
||
will charge the spiky dendrites in the room with electricity. It's possible
|
||
to escape simply by timing your movements past the dendrites, but the
|
||
preferred method is to use your Rope and Grapnel on the stirrup at the top
|
||
middle of the room so you swing past the majority of them. Next, click your
|
||
Rope and Grapnel on the ledge just above the entrance to swing past the rest
|
||
of the dendrites and leave this chamber (15).
|
||
|
||
All the remains is the Heart Ritual. Use it on the heart-shaped altar in the
|
||
center of the room (6) and an opening will appear in the ceiling. Use the
|
||
Rope and Grapnel to climb up to the opening, and you'll enter the Essence
|
||
Chamber (6).
|
||
|
||
Both Katrina and Ad Avis will be here, and you'll automatically begin the
|
||
final Ritual to summon the Dark One. Once you finish, the Dark One will begin
|
||
to awaken, and Ad Avis will seize the opportunity, blasting the platform
|
||
you're standing on. Katrina will take offense to this and blast Ad Avis with
|
||
a spell, officially severing the bonds of servant and master between them.
|
||
The two will battle for short while, but neither will gain any real ground.
|
||
Ad Avis then has the bright idea of attacking you instead. Katrina, not
|
||
wanting to let you die, jumps in the path of his Dragon Fire. While she
|
||
survives the spell, Avoozl, drawn by the incredible power of the spell, will
|
||
wrap a tentacle around her and consume her. Through Katrina's sacrifice, you
|
||
find the strength and determination to destroy Ad Avis for good and pull
|
||
yourself up onto your platform.
|
||
|
||
Pull out your most powerful weapon, the Staff of Erana. It seems that the
|
||
staff has read your intentions, for it transforms into a stake. Ad Avis will
|
||
mock you, telling you that he's quite a distance from you and can zap you
|
||
long before you get close. You need a distraction. Click the Mouth on
|
||
yourself and "Tell Ultimate Joke". Ad Avis will be bent over in laughter.
|
||
Now, JUMP ON HIM! You'll jam the stake into Ad Avis' heart and he will be
|
||
destroyed forever. The Staff will tell you to now free its mistress. Jump
|
||
back over to your original spot, then click the Staff on the massive crystal
|
||
in the room and you'll free the spirit of Erana, who will use the Rituals to
|
||
banish Avoozl back to its own dimension, where it will never threaten the
|
||
world again. Her spirit passes on with the knowledge that the two of you have
|
||
saved the land of Mordavia (50).
|
||
|
||
Congratulations, Hero! You've saved the dark realm of Mordavia! Now, you're
|
||
are going to be called to Silmaria to face your ultimate quest.
|
||
|
||
******************************************************************************
|
||
8. PALADIN WALKTHROUGH
|
||
******************************************************************************
|
||
|
||
All points for deeds are added in parentheses. Just as a note, you get no
|
||
points for getting new Paladin abilities (as opposed to QfG3).
|
||
|
||
---
|
||
|
||
Welcome to Mordavia
|
||
|
||
You'll being your adventure in a rather freaky cave, half made out of bones,
|
||
with no idea how you got there or where your stuff is. The bones serve as
|
||
your platforms for walking around on. That odd-looking door thing on the back
|
||
wall is your exit, but you can't get out yet. First thing to do is look around
|
||
certain points of the room. Specifically, see if you can spot some human-
|
||
shaped skeletons. Search one of them (2) by clicking the Hand on it. It's
|
||
also possible, if you walk around long enough, that you'll trip over one and
|
||
get the items on its body anyway. On one skeleton you'll find a dagger and
|
||
some coins. On another you'll find a piece of flint and coins, and on the
|
||
third you'll just find coins. Now, turn your attention to the nearby altar.
|
||
It's that head-shaped thing on the right. Use the hand on the torch to the
|
||
right of the altar to grab it. Now, go into your inventory (the chest at the
|
||
top screen panel). Click on the flint to grab it, then click the flint on
|
||
the unlit torch to light it (6). Now that you can see more than your hand in
|
||
front of your face, make your way to the door in the back of the room, and use
|
||
your hand on it to open it.
|
||
|
||
In this next room, note the lower right corner of the room. Take the sword
|
||
and shield lying there. You'll note that the sword is in poor condition, but
|
||
it's better than trying to fight with a dagger. Head south towards the exit
|
||
and you'll be assaulted by a small group of Badders. Fighting is more
|
||
completely described in the Combat section (Section 3E), but for now, simply
|
||
right-click anywhere in the battle besides yourself and you should swing at
|
||
the Badders. Don't worry if they poison you. It will wear off quickly.
|
||
With the Badders defeated, you can now leave by the south.
|
||
|
||
In this next room, you'll see a rope suspended over a chasm. All you need to
|
||
do is simply cross the rope hand-over-hand (15). The nasty tentacled beast
|
||
won't get you unless you stand way too close to the edge on the starting
|
||
side. Walk outside via the northwest.
|
||
|
||
As you leave the cave, the mouth will slam shut behind you (as if it were an
|
||
actual mouth). As you hop across the lake of goo towards the far left side,
|
||
you'll meet a rather attractive peasant girl. She'll introduce herself as
|
||
Katrina. She tells you that you're in Mordavia, and that the town is due
|
||
north. She'll then walk off before you get a chance to question her. Before
|
||
leaving this area, take a look at the arch. There are several symbols on it,
|
||
and one close to you that appears raised. Click the Hand on it to take this
|
||
Dark One Sign (6). You may now leave to the west.
|
||
|
||
This next area is even more hideous, covered in a green slippery goo. Walk
|
||
to the west down the path and you'll automatically slide to the bottom. In
|
||
addition to the rather obvious standing stone, take note of that bonsai bush
|
||
in the lower right corner. You can't do anything with either at the moment,
|
||
so let's continue west.
|
||
|
||
This place gets better by the minute as you find yourself at the shore of a
|
||
dark fetid swamp with grasping arms reaching out of it. Ignore them and head
|
||
north and you'll *finally* reach some real forest. Continue straight north
|
||
until you hit the forest edge, then head east and you'll see the town gate in
|
||
the distance. Enter the town.
|
||
|
||
---
|
||
|
||
Man About Town
|
||
|
||
As you enter the town, take note of the staff in the monument. This is the
|
||
Staff of Erana, and it protects this town from monsters. You can't do
|
||
anything with the Staff at the moment, but it will naturally become important
|
||
later. At night, you will find the ghost of Piotyr here. He will appeal to
|
||
your nature as a Paladin and give you tasks to help the land.
|
||
|
||
Head north on the left side of the stone and you'll come to the first street
|
||
in Mordavia, where you'll meet the town's Burgomeister. He's understandably
|
||
quite suspicious about your arrival and is rather evasive regarding your
|
||
questions. You can chat with him both through the window and can also go
|
||
inside his office for a different conversation tree. If you ask him about the
|
||
Adventurer's Guild, he'll give you a key to unlock it.
|
||
|
||
Just to the left of the Burgomeister's Office is the General Store. Go
|
||
inside and you can speak to Olga, the town's resident gossip depository.
|
||
While she keeps her ears open about rumors, I wouldn't rely on their veracity.
|
||
That said, she is your main source of shopping in this land, so click your
|
||
Money Pouch on her (or just ask about "Purchase Goods") and you'll enter the
|
||
shopping screen. To shop, click on the item, then click on "Buy". If you
|
||
buy nothing else, I'd buy about ten Food Rations right now. If you want to
|
||
buy everything you'll need for your adventure right now, then you can also
|
||
purchase a clove of Garlic, a Pie Pan, a Flask of Oil, a Hand Broom, and some
|
||
Candy.
|
||
|
||
To the left of the General Store is the Hotel Mordavia. As soon as you walk
|
||
in, the Innkeeper will explain the rates, and you'll pay automatically for
|
||
your room and board. He'll give you the key to your room. Question the
|
||
Innkeeper as well as the three farmers seated nearby. Make sure you listen
|
||
well to the farmers' dialogue, because it's quite hilarious. If you wish to
|
||
check out your room, do so. The room has a bed where you can rest for the
|
||
night as well a chest you can use to store things, although certain items the
|
||
game will not let you store.
|
||
|
||
You can now leave the inn, and head left along the street and under the arch
|
||
to the back towards the north part of town. There are three things to notice
|
||
in this area. First is that large monastery that takes up much of the screen.
|
||
Second is the hunchbacked fellow merrily chipping away at a gravestone on the
|
||
left. Third is the dilapidated building that the hunchback is sitting in
|
||
front of. You can question Igor here if you wish. More importantly, use the
|
||
key that the Burgomeister gave you to unlock the door to the building on the
|
||
left, and enter the Adventurer's Guild (6).
|
||
|
||
The first thing to do in the Guild is sign the logbook on the back wall, as one
|
||
should do when entering any Adventurer's Guild (2). Next, head over to the
|
||
bookshelf and read all the books stored there. In particular, you'll want
|
||
to read the book on Climbing (6), which will automatically give you 100 points
|
||
in the Climbing skill. This is a skill you will definitely need in this game,
|
||
so be sure to practice it and get it up to a respectable level. Best way to
|
||
practice is go out into the forest and click the Hand on trees.
|
||
|
||
Also, while you're here, take the Rope and Grapnel on the floor (2). This
|
||
will be quite a climbing aid in the game. You can use it on the hook on the
|
||
ceiling to practice, but it's much faster to grind this skill through tree
|
||
climbing. Next, turn your attention to the case on the wall. If you have
|
||
enough Strength, you can smash or force it open and you'll be able to take the
|
||
Fine Sword, which is a much better blade than the one you picked up in the
|
||
cave. Finally, you can use the exercise machine on the left to build up your
|
||
leg strength (6). In addition to your Strength numbers increasing, this will
|
||
also be put to good use in a quest later. You can only exercise so much in
|
||
one day, and you'll be informed if you won't be allowed to continue,
|
||
regardless of your current stamina. Once that happens, add weight the next
|
||
day and continue, until you're out of weights.
|
||
|
||
---
|
||
|
||
The Doctor and the Monastery
|
||
|
||
Leave the Guild, and head to the east under the arch. You'll reach the
|
||
eastern part of Mordavia and you'll notice old man Nikolai wandering around.
|
||
Although you can question him, you won't get much besides the fact that he's
|
||
searching for his Anna. Now, turn your attention to Dr. Cranium's office on
|
||
the right side of the screen. You'll have to demonstrate your smarts to
|
||
enter his laboratory. Begin by clicking the Hand on the door or the bell
|
||
rope. Match the sequence of bells that come up to enter (6).
|
||
|
||
Inside is the anteroom of his laboratory. You may notice some simliarities
|
||
with another old Sierra series. There are three doors in this area and a
|
||
weird device in the center. Start by opening the door on the right. You'll
|
||
get properly Antwerped, and the little bouncing babies will hop around the
|
||
room. You'll need to capture one of these Antwerps. To do so, click the Hand
|
||
on the T.R.A.P. device in the center of the room. The T.R.A.P. will ask you
|
||
a series of yes/no questions, and you need to provide answers that whittle
|
||
it down to the baby Antwerp (bounces, no legs, does NOT sing Waltzing
|
||
Matilda). Once you identify the baby Antwerp (2), the device will ask you
|
||
for avocado. If you've bought Food Rations from Olga, click one of them on
|
||
the device. It will start working and shortly capture one of the babies (2).
|
||
While you're here, click the Hand on the trap again to identify another
|
||
animal. The animal you want is a "hexapod". It has six legs, resembles a
|
||
squid, and you should remind it that eating Heroes does NOT sound good to you.
|
||
While there are no hexapods in the area, the T.R.A.P. will inform you that
|
||
hexapods do like garlic (2), so log that info away for later.
|
||
|
||
Now, back to the Antwerp. Open the door on the left and you'll place the
|
||
Antwerp inside the "Key Maze". The puzzle here is to rotate the maze so that
|
||
the baby bounces towards the key, and then out the exit at the edge of the
|
||
maze. Try to avoid the holes as you rotate, or else the Antwerp will be sent
|
||
back to the beginning. Once you get the key (6), you can now go to the back
|
||
door. The lock on this door is another puzzle. You need to switch the panels
|
||
to create the picture of a keyhole. It's not particularly difficult, but the
|
||
edge pieces may cause you some trouble. Be sure to match colors of the
|
||
background keys. You'll know you're done when the grid lines of the puzzle
|
||
vanish. With that done, click on the chest in the upper right corner of the
|
||
puzzle window, and use the key you take on the lock to open the door to Dr.
|
||
Cranium's private lab (6).
|
||
|
||
Inside the lab, you will be allowed to question the good doctor. He's a
|
||
rather long-winded type, but the point of talking to him is to ask him
|
||
about Science, and then ask him about Healing Potions and Poison Cures. When
|
||
you ask him about each of these, he'll mention having forgotten the formula.
|
||
This is another puzzle, but it requires your game manual (it was a form of
|
||
copy protection). If you bought the QfG Anthology or bought the game from
|
||
GOG.com, you should have manual files in the game files. Honestly, if you
|
||
don't have either, or can't be bothered to look for them, I have a list at the
|
||
bottom of this guide in the FAQ section. Use that. Anyway, give him the
|
||
formula for each of the potions and he'll give you one of each (2, 2). You
|
||
can now return to him once a day to get another of each potion. Also, you
|
||
can ask the Doctor at any time for an Empty Flask and he'll give you one free
|
||
of charge.
|
||
|
||
There's one more thing to do with Dr. Cranium, and it won't become important
|
||
until a bit later, but on Day 3 (or the third day you visit him), he'll bring
|
||
up the idea of Rehydration Solution. Ask him about it and you'll have to
|
||
input one more formula from your manual (2). He won't give you the solution,
|
||
though, until you go down to the Squid Stone area (the area with the slippery
|
||
path) and get him some Grue Goo from there, so be sure to bring an empty
|
||
flask next time you visit that neck of the woods and pick up some Goo (6).
|
||
|
||
Well, that takes care of much of the logistics in town, so let's have some
|
||
danger. Head back to the north part of the town with the monastery. The door
|
||
is locked and guarded by that enchanted stone hectapus, but you can enter via
|
||
two ways. One is to climb through the window, although I doubt your skill
|
||
is high enough to do so. The other is to simply use the Dark One Sign on the
|
||
door (6). The inside of the monastery contains a few points of interest.
|
||
First, you can smash open the glass cabinet to the left to get a free Healing
|
||
Potion. Second, note the fireplace, and that thing above it. That's a
|
||
hexapod. Remember when we ID'd the hexapod at Dr. Cranium's? Give him
|
||
Garlic if you're carrying any so he won't bother you if you get close. Now,
|
||
click the Hand on the right side of the fireplace to open the rather obvious
|
||
secret passage to the basement (6).
|
||
|
||
The basement is quite a bit more interesting than the main floor. You'll want
|
||
to stay away from the book and the far left wall, but note the letters
|
||
written there. The roll-top desk in the lower right is important. Force it
|
||
open and you'll be poisoned, so be ready with an antidote (there's no safe way
|
||
to open it with your class). Rifle through the desk and you'll learn about
|
||
Amon Tillado, the Mad Monk, and the location of the Dark One Rituals:
|
||
|
||
"First" Ritual: "Placed within the Mad Monk's tombstone, there to be forever
|
||
guarded by followers".
|
||
"Next" Ritual: "Placed within the Squid Stone, to be revealed by the light of
|
||
a dead child's soul".
|
||
"Next" Ritual: "Placed in the Hangman's Tree, to be guarded by the spirit
|
||
which dwells there".
|
||
Blood Ritual: "Magically concealed in the monastery, and only he who
|
||
willingly seeks dark visions will find it".
|
||
Mouth Ritual: "Hidden in the Great Arch, under the Sign of the Dark One".
|
||
Heart Ritual: "Given to Gregor for safekeeping" Addendum: "Gregor is missing
|
||
in the forest and presumed dead, but where is the Heart Ritual?"
|
||
|
||
So, what does it all mean? Well, you already found the Dark One Sign, and
|
||
there was no Mouth Ritual under it. Hmm.
|
||
|
||
Note that the monastery was mentioned in those notes, regarding the Blood
|
||
Ritual, and that you have to seek dark visions. Click the Hand on the "Cask
|
||
of Amon Tillado" (groan) and you'll pass out. After witnessing a vision of
|
||
the Dark One rising, you'll find a scroll forming from the droplets. You now
|
||
have the Blood Ritual. Don't worry, that was the only easy ritual to get.
|
||
|
||
There's one last thing to do in the monastery, but it's part of another quest,
|
||
so I'll bring it up there. Suffice to say you'll be back here.
|
||
|
||
Once you finish all quest-related tasks in the monastery, you can let your
|
||
inner pyro unleash and set fire to this evil building. Take the Torch and
|
||
click it on the rug, curtains, or the book in the basement and you'll burn
|
||
the insides up. While this doesn't get you any Puzzle Points, you will get
|
||
Honor for it, and the townspeople will comment on it. Fortunately, the game
|
||
will stop you if there's something left to do inside, so don't worry about
|
||
getting yourself stuck over a little barbecue.
|
||
|
||
---
|
||
|
||
Scenic Mordavia
|
||
|
||
There's much to do in the valley, so let's take things in a direction that
|
||
spreads out from the town. Let's begin at the town gate. You'll see some
|
||
pumpkins and corn to the right. Take an ear of Corn for later. Click the
|
||
Hand on the stump on the left side of the screen and you'll find a few
|
||
Crowns someone left there. Lastly, after a few days, come to the gates at
|
||
night and you may run into Katrina. If you show up wounded, she'll give
|
||
you a Healing Potion. You can flirt with her for a bit before she has to
|
||
leave, but there's not much to be gained from these little talks. She may
|
||
even leave a note in your room to see her. After a couple of meetings,
|
||
she'll ask to meet you by the castle gates. Meet her there and you'll see
|
||
what she looks like without her scarf. Despite her suggestions and vague
|
||
talk about how she needs your help with something, not much will come of
|
||
these meetings, so they're not necessary.
|
||
|
||
Speaking of the Castle Gates, during the day you can meet Boris Stovich the
|
||
Gatekeeper. Note that he and Olga the Shopkeeper have the same last name.
|
||
Tell Olga about Boris and she'll get all snippy about her estranged husband.
|
||
Play messenger as you go back to Boris and tell him about Olga, and continue
|
||
bouncing back and forth until the two agree to get back together. You get no
|
||
Puzzle Points for this, but you do get Honor.
|
||
|
||
Next, let's go to the Cemetery. From the town gates, head south two screens,
|
||
east two screens, and then north one. If you get lost, look at the map I
|
||
put in Section 4A or just click the Eye around and you'll get a general idea
|
||
of where you are and what you're near. As for the Cemetery itself, there
|
||
isn't much to do there besides read the gravestones and sometimes meet Igor
|
||
here, busy at work.
|
||
|
||
In the far northeastern corner of the forest is the Gypsy Camp. For now,
|
||
it's off-limits, but make sure you note its location.
|
||
|
||
One screen south and one screen east from the Cemetery is a cluster of bushes
|
||
notable by its whimsical soundtrack. This is where the Leshy, the forest
|
||
spirit, hangs out. To speak to him (or be spoken to by him), you may have to
|
||
click on several giggling bushes. Once you're asked a riddle, click the
|
||
Mouth on yourself to respond. You cannot answer a riddle correctly until your
|
||
character has the knowledge, so don't think you'll be able to just type in
|
||
the answer. Here are the series of riddles, shortened to avoid silly rhymes:
|
||
|
||
- Q: Who am I?
|
||
- A: "Leshy" (2)
|
||
- Found in Hero's Magazine in Adventurer's Guild.
|
||
|
||
- Q: Save a plant from goo.
|
||
- A: "Bush" (2)
|
||
- You must have the bush in your possession, which I describe below the
|
||
riddles. Once you answer this one, he'll tell you to plant it. Put it in
|
||
Erana's Garden and come back to get the next riddle.
|
||
|
||
- Q: Who's in the lake?
|
||
- A: "Rusalka" (2)
|
||
- You must have visited her at least once.
|
||
|
||
- Q: Who hides behind "trick sticks"?
|
||
- A: "Baba Yaga" (2)
|
||
- You must have visited her or spoken to Punny Bones about her.
|
||
|
||
- Q: A berry bush with attitude?
|
||
- A: "Elderbury Bush" (2)
|
||
- You must finish Baba Yaga's quest of making her a pie.
|
||
|
||
- Q: Who has the Heart Ritual?
|
||
- A: "Wraith" (2)
|
||
- You must have collected the Heart Ritual.
|
||
|
||
Now, getting the bush for the Leshy in that second riddle is its own small
|
||
quest. Go to the far southwest back to the Squid Stone area. You should be
|
||
able to see the little bonsai bush in the far right corner, in a small puddle
|
||
of goo behind some rocks. Throw some rocks at the pile to break them (if you
|
||
need rocks, go back to the forest and click the Hand on the ground). Once the
|
||
pile breaks, the bush should slide down the gooey slide right to you. Take
|
||
the bush (15). Now that you have the Bush, go back to answer the Leshy's
|
||
riddle, then go to Erana's Garden and plant it (6).
|
||
|
||
NOTE ABOUT BUG: In some versions, throwing those rocks will cause game to bug
|
||
up a bit and you'll slide around without walking animations. To fix this,
|
||
grab some goo in a flask.
|
||
|
||
While we're on the subject of Erana's Garden, it's directly south of the
|
||
Leshy's clearing, but you have to walk all the way around and enter from the
|
||
south. This is a safe place to spend the night, and you'll get some weird
|
||
dreams thrown in at no charge. The water in the pond will cure poison if you
|
||
drink it directly, and there is a hoard of thirty Crowns in the leftmost
|
||
lantern.
|
||
|
||
Next on the exploration parade is Lake Mordavia, also known as the Lake of
|
||
the Lost. From the town gates, head south until you hit a wall, then go
|
||
west until you hit a wall, then go south one screen. There's a lot to see at
|
||
this lake. Soooo much to see. This is the Rusalka, and I'm sure you're too
|
||
smart to fall for her charms and get dragged underwater. Your goal here is to
|
||
show her kindness, and do so by giving her Flowers or Candy (6). From this
|
||
point on, you'll be able to question her about the lake and the swamp that
|
||
borders it. If you've been speaking to Piotyr's ghost near the Staff of
|
||
Erana, he'll mention that he wants you to free her spirit. We'll take care
|
||
of that a bit later.
|
||
|
||
While there are other things you can do right now in the forest, most of them
|
||
are related to major quests, so we'll get to them when we get to them.
|
||
|
||
---
|
||
|
||
The Gypsy and the Hunchback
|
||
|
||
On the morning of Day 4 or 5, head to the front of the Burgomeister's office
|
||
and you'll see the three farmers that usually hang out in the Inn at night.
|
||
Ask them all what's going on and they'll tell you that Igor is missing and
|
||
that they found a gypsy. Actually, wait, no. They tell you that the gypsy
|
||
they caught is a Werewolf and he ate Igor. It's a little confusing as to what
|
||
the facts are in this investigation. You may question the farmers, the
|
||
Burgomeister, and the gypsy himself, but you'll get very little help, so the
|
||
majority of the investigation has to be done on your own.
|
||
|
||
To solve this mystery, visit Igor's normal haunts. He's not at his usual
|
||
hangout, and Dr. Cranium will make no mention of him. That leaves the
|
||
cemetery. As soon as you reach it, you'll see a headstone tipped over on an
|
||
open grave and hear horrible moaning coming from underneath. It can't be
|
||
that simple, can it? You bet it can! Click the Hand on the headstone to
|
||
lift it up and Igor will hop on out (15). He'll give you due thanks and head
|
||
on back to town. At this point, the gypsy will immediately be freed.
|
||
|
||
Later that day, or the next day, as you exit town, the gypsy will approach </span><span id="faqspan-6">
|
||
you in the town gate area. He'll invite you to their camp, so head up to
|
||
the northeast corner of the forest to find their wagons (2). Davy will
|
||
introduce to Magda, the leader of their pack and fortuneteller. Give her a
|
||
Crown (2), and she will perform a Tarot reading. You can get up to four
|
||
readings, no more than one per day. These readings first focus on you (King
|
||
of Swords), then on three other people in your life who may be important (King
|
||
of Coins, Queen of Swords, Queen of Cups). You can also learn quite a bit
|
||
about the meanings of Tarot cards (and these are actual interpretations of the
|
||
cards). Educational!
|
||
|
||
You get one more thing from Magda: the Aura Spell. Cast this spell and you
|
||
will be able to engage in combat with Wraiths without having your health
|
||
steadily draining, but it's only effective while in actual combat. You may
|
||
now run around the forest at night and go on a Wraith-killing rampage. The
|
||
barrows each have a fair amount of treasure in them. You can check the map
|
||
in Section 4A to learn where, or just work from this list:
|
||
|
||
1) Four screens south of the Town Gates.
|
||
2) From the Leshy bushes, two screens west.
|
||
3) From the Leshy bushes, three screens north.
|
||
4) From the Leshy bushes, two screens east.
|
||
5) From Erana's Garden, one screen west and three screens south.
|
||
|
||
The fifth one is a tougher variety than the rest, but the reward is worth
|
||
it. You get a TON of money, a Paladin Sword, and the Dark One's Heart Ritual
|
||
from its barrow (15).
|
||
|
||
This sword is Piotyr's own, and if you speak to his ghost at Erana's Staff,
|
||
he'll mention giving it to his grandson, Dmitri. That's the Burgomeister, of
|
||
course. Hand the sword to him and he'll tell you to keep it. As a further
|
||
bonus, he'll give you Piotyr's Shield, which is magical (15).
|
||
|
||
---
|
||
|
||
The Lake of the Lost
|
||
|
||
Now that you have protection from Wraiths, now would be a good time to free
|
||
the spirit of the Rusalka. If you've seen the ghost of Piotyr at Erana's
|
||
Staff more than once, you know that he suggests going to the Gypsies for
|
||
help. At the camp, ask Magda about "Helping Rusalka". She'll tell you that
|
||
you need to know her real name, and need to tell it to her. Next, you need
|
||
to take some of her hair, wrap it around a broom, and beat it against the
|
||
grave of her murderer, then you have to fight the murderer, and lastly give
|
||
the Rusalka what she really wishes for.
|
||
|
||
Go to the cemetery and note the only two graves that don't have hilarious
|
||
poems on them. Elyssa and Janos. Well, fifty-fifty shot, but I'm guessing
|
||
her name is Elyssa. Head down to the lake and you'll automatically tell
|
||
Elyssa her name. She'll remember everything now. Question her to learn that
|
||
it was Janos who killed her. Ask for her Hair and she'll give you some (not
|
||
nearly enough, of course). Combine it with a Hand Broom that you can buy
|
||
from Olga, then head to the cemetery at night. Cast the Aura Spell as
|
||
preparation, then use the Broom on Janos' grave. He will rise up as a Wraith
|
||
and attack. Beat him like a rug (6).
|
||
|
||
You may now return to the lake to see the transformation that has come over
|
||
the Rusalka. This may seem unappealing, but click the Hand on her to kiss
|
||
her, which is her true wish: to be kissed by a guy like you (awww). She'll
|
||
fade out of existence, her spirit freed, and you'll be left cold and wet in
|
||
the lake, reflecting on how rewarding it is to be a Paladin (15).
|
||
|
||
---
|
||
|
||
The Way to Baba Yaga's Heart
|
||
|
||
On the evening of Day 3 (yes, we're going back in time, these quests overlap
|
||
a bit), if you go to the Inn, you'll find a gnome in a jester's outfit
|
||
performing his... "comedy" act. Speak to Punny Bones and he'll tell you he's
|
||
staying at the room at the end of the upstairs landing. Go up to his room on
|
||
any future day and question him. He'll tell you that he was cursed to get a
|
||
0-point skill in Jokes by the mistress of curses herself, Baba Yaga. While
|
||
you're here, take the Rubber Chicken (2) on his bed. You'll need it for this
|
||
quest.
|
||
|
||
So, Baba Yaga's in Mordavia, eh? Few people will actually tell you where her
|
||
hut is, so I'll tell you it's in the southeastern corner of the forest.
|
||
From Erana's Garden, go one screen south, all the way east, then all the way
|
||
south to a dead end of the forest. If you look at the bushes to the west,
|
||
you'll be told they seem to have been planted deliberately. You'll need a
|
||
magic phrase to get past these, and there are two places to get it. One way is
|
||
to answer the Leshy's riddles. In one of them, he'll mention the magic
|
||
phrase. The other way is to visit the gypsies repeatedly. At one point,
|
||
Davy will tell you that he heard someone say the magic phrase, which is
|
||
"Bushes, hear! Disappear!" In the southeastern dead-end of the forest, click
|
||
the Mouth on the bush, and "Say Magic Phrase". The bushes will vanish, and
|
||
you'll be able to proceed west towards a familiar sight (6).
|
||
|
||
Walk up to the skulls and the lead skull will threaten you, and then almost
|
||
immediately recognize you. Bonehead is the skull that you gave a glowing
|
||
gem to way back in Spielburg, and just like then, he won't let you buy until
|
||
you bargain with him. Click the Mouth on yourself and "Tell About Gnome" and
|
||
he'll mention wanting something to keep the sun out of his eyes.
|
||
|
||
Now, pay attention, because coming up is one of those classic Sierra "there
|
||
had to have been an easier way to do this" quests. Wait until night in the
|
||
forest, then go two screens west of Erana's Garden. You'll see a ghostly
|
||
apparition floating in the clearing. Talk to her and she'll ask you to help
|
||
her get home. You can question her or tell her whatever you want, but there's
|
||
not much point to it. Leave the screen and return and you'll speak to her
|
||
again, but not make any progress. Leave and return a third time. This time,
|
||
she'll became agitated as to why she can't follow you. Tell her she's a
|
||
Ghost (6). Leave and return a fourth time and she'll have remembered
|
||
everything. Ask her Name and you'll learn that this is Nikolai's lost wife,
|
||
Anna. Return to Nikolai in the east part of town and tell him about Anna.
|
||
He'll wander off to find her. As you can imagine, he won't last long. Go out
|
||
to Anna's clearing at night again to find the two reunited (6). Leave and
|
||
return one last time and two will thank you, and ask if there's any way they
|
||
can return the favor. Ask them about whatever you want, but what you really
|
||
need is Nikolai's Hat (2). That's right, you needed to kill an old man to
|
||
get a hat for Bonehead. I suppose you can get some solace that the two are
|
||
happy in death.
|
||
|
||
So, with a new jaunty hat in hand, head back to Baba Yaga's Hut and place the
|
||
hat on Bonehead (6). He'll turn off the laser skulls and you can walk up to
|
||
the hut, which will walk away, as it apparently doesn't like you. If you
|
||
haven't yet, return to the Town Gates to pick up some corn, then place it
|
||
on the ground in front of the hut (6). It'll squat, and you can head inside.
|
||
|
||
As you enter the hut, Baba Yaga will quickly spring a trap on you and once
|
||
again contemplate on how delicious Hero Sandwiches are. As soon as you gain
|
||
control, Tell her about the Gnome, and, after some finagling, she'll agree
|
||
to help you if you make her a delicious Elderbury Pie. Once you sends you
|
||
back outside, talk to Bonehead and he'll tell you about what you need to make
|
||
it:
|
||
|
||
Pie Pan - Easily done. Go to the General Store and pick one up for 250 kopeks.
|
||
Grue Goo - Take an Empty Flask to the Squid Stone area, then use it on the
|
||
green goop.
|
||
Bonemeal - You'll need a Bone for this. There are a couple of places to get
|
||
them. A couple of the Wraith barrows have bones in them, but a sure-fire
|
||
means is to go to the northwestern of the two swamp shore screens in the
|
||
southwest. That screen has a skeleton in it, and you can grab a Bone from
|
||
there. Now, head back to Baba Yaga's, place the Bone in the mortar, then
|
||
click the Hand on the mortar to grind it. Use an Empty Flask on the mortar
|
||
to collect the Bonemeal (2).
|
||
Elderbury Berries - This is the fun part. First, you'll need to find the
|
||
Elderbury Bush. From Erana's Garden, go two screens south and two screens
|
||
west. You'll know you're in the right place once you see the bush with
|
||
yellow eyestalks. Throw some rocks at the bush to dislodge a berry branch.
|
||
Now, you have to move the bush so you can get to the berries without it
|
||
lashing at you. Place Punny Bones' Rubber Chicken on the ground (yes, you
|
||
read right) and the bush will move. Step carefully around it and get the
|
||
berries (6).
|
||
|
||
NOTE: There actually is a hint about this. If you go visit the Gypsies,
|
||
Magda will mention having a dream about seeing you throwing something that's
|
||
a bird, yet not a bird. It's a bit subtle, I admit.
|
||
|
||
Combine all the ingredients together in your Inventory, then head back to Baba
|
||
Yaga's and show it to Bonehead. Click the Pie on the cluster of four skulls
|
||
in the lower left and they'll laser it up to golden brown. You'll
|
||
automatically re-enter the hut. Once you regain control of yourself, click
|
||
on your Inventory, select the Pie and give it to her (6). She'll ask what
|
||
you want for your trouble. Tell her about the Gnome and she'll give you the
|
||
Good Humor Bar. Bring it back to Punny Bones at the Inn and his humor will
|
||
(allegedly) be restored (15). As you leave his room, he'll give you a gift
|
||
of telling you the Ultimate Joke. Stop by the Inn that evening and you'll
|
||
see his last show before he leaves the valley.
|
||
|
||
---
|
||
|
||
The Destiny Spell
|
||
|
||
This is a series of tasks that leads to the major turning point in the game,
|
||
so we'll tackle them starting with the simplest. The quest revolves around
|
||
Tanya, the daughter of the Innkeepers. If you question them about Tanya,
|
||
you'll learn that she was taken from her room one night and nobody knows
|
||
where she is. Sounds like a job for a hero, but you need more clues to this
|
||
mystery besides "she's gone".
|
||
|
||
Fortunately, you can rely on the help of one more being who lives in the Inn.
|
||
Sleep in your bed an hour at a time until it's after midnight (you get a
|
||
"You're getting tired" message). Everyone else will have gone to bed, but if
|
||
you go to the main room of the Inn, you'll see a blue creature perched above
|
||
the fireplace. This is a Domovoi, a spirit that lives in households and
|
||
brings good luck. Unfortunately, this one's a little depressed over the
|
||
grim atmosphere of the Inn. He mentions needing your help at a later date, so
|
||
come back another night to speak to him. At this visit, he'll mention a
|
||
"bad place Domovoi" that needs some help. As you can probably imagine, that
|
||
"bad place" is the monastery. Head inside the monastery and you'll see a
|
||
dried up Domovoi on the cabinet on the left-hand wall. If you have Dr.
|
||
Cranium's Rehydration Solution, use it on the Domovoi (6). To get the
|
||
Solution, simply visit him at anytime on Day 3 or afterwards and give him the
|
||
formula for it, then give him some Grue Goo to trade for it.
|
||
|
||
Anyway, with the brown Domovoi restored to full wetness, you can return to the
|
||
Inn and speak to the blue Domovoi. He'll spin the entire tale of how Tanya was
|
||
scared of the dark, how she was visited at night by a "friendly monster", and
|
||
how that monster gave her a doll. After her parents were frightened by the
|
||
sudden appearance of the doll, Tanya, worried that her parents would be
|
||
frightened of her new friend, the monster, went away with him. The Domovoi
|
||
gives you leave to take the Doll from the china cabinet in order to get
|
||
Tanya's trust.
|
||
|
||
Now, the Domovoi didn't tell you *where* Tanya is, but I imagine you could
|
||
hazard a guess. If you go to Castle Borgov and speak to Boris, and ask him
|
||
"Who Lives In the Castle", he'll mention who he believes to be "the Master's
|
||
daughter". Can't get more obvious than that. Now, the trick is to get in
|
||
the castle, and there are two ways go about it. One way is the direct
|
||
approach: to bust down the castle gate at night, slay the Necrotaurs guarding
|
||
it, and bust open the front door. The other route is more subtle, and more
|
||
preferred, as it gives you points; through the crypt in the cemetery. Speak
|
||
to Igor, and, having rescued him earlier, he'll give you the key to the crypt
|
||
if you ask for it. Head to the cemetery and unlock the crypt door (6).
|
||
|
||
Once inside the crypt, there's no obvious way to leave. If you look at the
|
||
nearest Grim Reaper statue, you'll see it has a sign on it that says "Greet
|
||
the Reaper". Click the Hand on it and you'll leave the crypt (6). Since you
|
||
get points for it, you may as well do it on your first trip in. Now, we'll
|
||
need to find a way into the castle. Search the wall-mounted coffins, and
|
||
you'll find that the one on the far right has a keyhole in it. To get the
|
||
key, click the Hand on the Borgov crest on the floor. To solve this puzzle,
|
||
you'll need to spell out the name "BORGOV" in colors, meaning you have to
|
||
click Blue, Orange, Red, Green, Orange, and Violet. Doing so will give you
|
||
the key for the coffin, so unlock it and enter the secret passage (6).
|
||
|
||
Here's a rather crude map of Borgov Castle. The squares are rooms while the
|
||
long lines connecting certain squares are screens with staircases. The castle
|
||
can be rather complicated, given how some screens kind of turn you around. I
|
||
tried to compensate as best as possible with the ways to leave and enter
|
||
screens.
|
||
|
||
===== |---------------------------------| 3
|
||
===== |----| 5 |----| | -^^^-
|
||
‡ 8 ‡ |4 | | |-----------------| | ‡ 7 |-|
|
||
‡ ‡ | ===== | 9 | | ‡ | |
|
||
----- ----- ----- ===== ----- ===== ----- ----- |
|
||
‡ |great|----------| ‡ < 3 |-| |-| | | | 6 ‡ |
|
||
‡ |hall | 2| ‡ < | | | | | | | ‡ |
|
||
===== ----- | ===== ===== | | ===== ===== ===== ===== |
|
||
‡main ‡ ----- ----- ===== ===== | | |
|
||
‡door ‡ ‡crypt< 1 | | |-| | -----
|
||
----- ‡ > | | | | ‡dung.|
|
||
‡gate ‡ ===== ===== ===== ===== | ‡ |
|
||
‡ ‡ | =====
|
||
----- ===== |
|
||
‡Tanya|-|
|
||
‡ |
|
||
=====
|
||
|
||
Okay, the Gate, Main Door, and Crypt should be self-explanatory as we just
|
||
came from one of those two directions.
|
||
|
||
Great Hall - This is simply a large open main hall, and has three exits (not
|
||
counting the main door, since you can't leave via that way). One exit is the
|
||
obvious door to the right, the second is the door up the short flight of
|
||
stairs (which on the map points to 4), and the third is a not very visible
|
||
exit to the left of the stairs, but it's there.
|
||
Dungeon - On the far right of the map is the castle dungeon, which is not
|
||
normally accessible. The staircase room before it is populated by two Goon
|
||
guards, who will kill you if you try to pass.
|
||
Tanya - This is Tanya's playroom. You can only enter this room and speak to
|
||
Tanya at night, for reasons that are probably obvious. We'll discuss that
|
||
more down below.
|
||
Area #1 - This is the room that you enter from the crypt secret passage. To
|
||
get back to the crypt, click the Hand on the candelabra on the wall.
|
||
Area #2 - This is a staircase just off the Great Hall. At night, walk up to
|
||
the upper door and you'll be told you hear voices. Make sure you use Oil on
|
||
the door, then click the Hand on it and choose "Listen" to hear a very
|
||
interesting conversation.
|
||
Area #3 - This is a room with a secret passage. Click the Hand on the crest
|
||
above the bookcase to open this one-way passage.
|
||
Area #4 - This staircase has a ghost in it. Although it's rather chilling,
|
||
it's actually quite harmless and you can't interact with it in any
|
||
meaningful way.
|
||
Area #5 - This room has as safe in it. Smash it open (be prepared to heal
|
||
up afterwards) to find some money. You can also find a few coins in the
|
||
cabinet behind the safe.
|
||
Area #6 - This hallway has a bench on it which you can rest on.
|
||
Area #7 - This is a library room. Click on the center bookshelf, then click
|
||
on the books E-X-I-T. This will give you a secret passage back to Area #3.
|
||
Area #8 - This is a bedroom which a chest on it. Smash open the trapped lock
|
||
and take the damage, then defeat the Wraith inside. You'll get some money
|
||
and a Healing Potion.
|
||
Area #9 - This staircase simply has some Badders that you'll have to fight.
|
||
|
||
Phew. Now that we've exhausted all the interesting stuff in here, speak to
|
||
Tanya. If it weren't obvious, she's a vampire now. Her friend here is the
|
||
friendly monster, Toby. If you question her she mentions "Aunt Trina" and
|
||
"The Dark Man". Give her the Doll (15) and both she and Toby will trust you.
|
||
Still, you obviously can't take her back to her parents like this.
|
||
|
||
Head out to the Gypsy Camp. Ask Magda about the Staff of Erana, and then the
|
||
Destiny Spell. It's a spell by which one can sacrifice their life to give
|
||
life to one that they love. Sounds pretty heavy. Go back to the castle and
|
||
speak to Tanya. Tell her about the Destiny Spell. Toby will take the
|
||
initiative and you will all immediately travel to the Staff. The Staff will
|
||
begin the Destiny Spell, with Toby offering to give up his life so Tanya can
|
||
live again as a human. After all is said and done, the Staff will fall to
|
||
the ground and you'll take it into your possession (25).
|
||
|
||
You'll wake up the next morning. You can talk to Yuri, Bella, and Tanya, and
|
||
they'll all thank you profusely for last night's efforts. At this point,
|
||
things will be set into motion to get towards the finale of the game. Stay
|
||
another night at the inn and a note will appear on your storage chest. The
|
||
note is signed "Katrina" and requests you come to the castle gates at night.
|
||
|
||
---
|
||
|
||
The Geas
|
||
|
||
Once you respond to the note, the game will pretty much be on a time limit
|
||
towards the end, so make an effort to finish up any skill-grinding you wish
|
||
to do. You can complete the game without a large supply of potions, but I
|
||
suggest having a few on hand just in case.
|
||
|
||
When you feel you're ready, head over to the screen below the castle gates and
|
||
you'll bump into your old foe, Ad Avis, now undead and a vampire, under the
|
||
control of the Dark Master. You can talk with him for a bit, but after a
|
||
few topics, he'll summon a bunch of Necrotaurs to chase after you. If you
|
||
want, you can play along with this chase. It's even possible to make it all
|
||
the way back to town, but there's no real point, as you can't move the game
|
||
forward until you get captured.
|
||
|
||
Once you come to, you'll find yourself in chains in the castle dungeon. Ad
|
||
Avis will taunt you for a moment, then cast a spell to make you sleep until
|
||
the next day's sunset. When you awaken, click the Hand on yourself to break
|
||
your chains, then grab the nearby stake and hammer. Head over to the
|
||
dungeon door and listen at it. The Goon guards will mention a secret passage
|
||
in there. Head back to iron maiden and click the Hand on it to step inside.
|
||
You'll find yourself in the Master's bedroom. Open the coffin and you'll
|
||
discover that, surprise, surprise, Katrina IS the Dark Master! Do anything
|
||
to Katrina EXCEPT kill her, and she'll wake up. She'll haul you back off to
|
||
the dungeon and start whaling on you. You can say whatever you want to her,
|
||
but in the end she will decide she still has a use for you. She invokes a
|
||
Geas on you to find the five missing Dark One Rituals. With the Rituals, she
|
||
intends to awaken the Dark One so he will cover the world with the Shadows of
|
||
Darkness, meaning she will never have to be vulnerable again. You have three
|
||
days in which to accomplish this or else.
|
||
|
||
You will reappear outside the castle. Ah, Hero. What kind of mess have you
|
||
got yourself into this time? It's entirely possible to already have all five
|
||
Rituals at this point, but for the sake of continuity, I'll detail here how
|
||
to find them all. First, you may want to make a trip to visit the Gypsies.
|
||
Magda will give you a free reading in which she details all the missing
|
||
Rituals, including the sixth, which you'll deal with while in the Dark One
|
||
Cave. Also, the basement of the monastery contains the Mad Monk's notes which
|
||
can help you as well. Here we go:
|
||
|
||
#1 - Bone Ritual: This Ritual is located in the swamp, in the Mad Monk's
|
||
Tombstone. Well, I hope you've been exercising on the leg-stepper machine
|
||
at the Adventurer's Guild, because all that hard legwork is about to pay off.
|
||
Head to the shore of the swamp and walk on in for some sloshing good fun.
|
||
Avoid the grasping hands, and head down and left routinely. After a while,
|
||
you'll reach the tomb (6). Two Chernovy Wizards stand here, blasting you
|
||
with magic. Walk up and deal with each of them. Now, you need to open the
|
||
tomb. Place the Dark One Sign upon it. You need to input the symbols of
|
||
the order of the Rituals to open it. It's actually quite easy: start at the
|
||
Mouth at the upper-right corner, then proceed clockwise in a circle. The
|
||
tomb will open and you'll find the Ritual inside (2). Head back out the way
|
||
you came in.
|
||
|
||
#2 - Blood Ritual: This Ritual is in the monastery. If you've followed the
|
||
walkthrough, you should already have it, but I'll detail it again: enter the
|
||
monastery by placing the Dark One Sign on its door. Once inside, use Garlic
|
||
on the hexapod hanging over the fireplace, then click the Hand on the
|
||
fireplace to descend into the basement. Tap the wine cask in the back.
|
||
|
||
#3 - Breath Ritual: The notes of the Mad Monk said it's in the Hangman's
|
||
Tree, which is on the same screen as Baba Yaga's hut. Well, it's obviously
|
||
not there, so that means the Ogress has it. You'll need something to trade
|
||
with her for it. Either get some Grue Goo or make some more Bonemeal and
|
||
give it to her. Ask for the Ritual in return.
|
||
|
||
#4 - Sense Ritual: According to the Mad Monk, this is in the Squid Stone,
|
||
and only revealed by the light of a dead child's soul. Head to the
|
||
southeastern swamp shore at night and you'll see some Will O' Wisps dancing
|
||
out there. Buy some Candy from Olga and place it on the ground. Trap the
|
||
Wisps in an Empty Flask (6). Now head east to the Squid Stone and use the
|
||
Flask o' Wisps on it. Images and a hole appear on it. Use the Dark One
|
||
Sign on the stone, now. You'll see a series of letters, and your objective
|
||
is to spell out the Dark One's name, which is "Avoozl". Unfortunately, this
|
||
is kinda bugged on faster computers, but it's still possible to work it.
|
||
Click AVVOOOZZLL (note how on some clicks the sign points to the C without
|
||
lighting up). Once that's done, the stone will open and you can take the
|
||
Ritual (6). Now, make sure you go back to the Swamp Shore and release the
|
||
Wisps, unless you want to lose some Honor the next morning.
|
||
|
||
#5 - Heart Ritual: Ah, given to "Gregor" for safekeeping, according to the
|
||
notes. Well, that's not very helpful. Talking to the Gypsies will inform
|
||
you that a Wraith has it. I'll cut to the chase and let you know that it's
|
||
the Wraith that's two screens west and two screens south of Erana's Garden.
|
||
If you've followed the walkthrough, you should have it already, along with
|
||
the awesome Paladin Sword inside.
|
||
|
||
With all five Rituals, return to the castle and you'll find the main gate
|
||
open. Head inside, and Katrina and Ad Avis will teleport you to the game's
|
||
finale.
|
||
|
||
---
|
||
|
||
Ave Avoozl
|
||
|
||
You'll be in front of the Dark One's Cave. Katrina will perform the Mouth
|
||
Ritual to open the cave (proving she was the one who had it, which makes
|
||
sense since she used it to let you out). She'll tell you you'll find the
|
||
final Ritual inside, so let's get in there and get it on (15).
|
||
|
||
We're back in the pit chamber of the cave. The tentacled beast from long
|
||
ago is now hanging around in the open. That book next to him has the last
|
||
Ritual in it. Use the Rope and Grapnel to lower yourself down to the
|
||
lower floor and slash the Pit Horror to pieces. Take the book and you'll
|
||
learn that this thing was the last Boyar, and you'll also get the Essence
|
||
Ritual (15). Use your Rope and Grapnel to get back out the way you came
|
||
down, then cross the rope as you did in the beginning to head further into
|
||
the cave.
|
||
|
||
In the Heart Chamber, you should be able to notice the pulsating valve on
|
||
the right side of the room. Open it and you'll re-enter the Bone Chamber,
|
||
the very room you started the game in. Walk over to the altar and use your
|
||
Torch on the left-hand sconce to light it, then replace your Torch in the
|
||
right-hand sconce for some nice spooky lighting. Use the Dark One Sign on
|
||
the altar and it will disappear, finally having served its purpose. Now, it's
|
||
time to use the Bone Ritual on the altar (6). Once you finished the reading,
|
||
the bones in the room will close on you. Fortunately, you're buff. Click
|
||
the Hand on them to bust them open, then grab your Torch and leave this
|
||
room (15).
|
||
|
||
The next room you need to enter is on the left. This is the Blood Chamber.
|
||
Make your way down to the bottom of the room, then climb up the bowls to the
|
||
altar on the right. Use the Blood Ritual on the altar to read it (6) and
|
||
highly corrosive blood will start gushing out of the altar. The truly
|
||
dangerous part is in the lowest bowl, since the blood is leaking out over the
|
||
sides. You have to stop up that flow so you can get back out of the chamber,
|
||
so use the Rope and Grapnel to climb up to the ledge above you, then click the
|
||
Hand on the rock sitting on the ledge to push it into the bowl. You'll plug
|
||
up the upper bowl, allowing you to climb back down and walk out the way you
|
||
came in (15).
|
||
|
||
The next chamber is the Breath Chamber. Head over to the left side and use
|
||
the Breath Ritual on the altar with all the odd pipes sticking out of it.
|
||
Just reading it won't be enough, though. Pay attention to what the Ritual
|
||
says. These are instructions for how to blow on the pipes on the altar.
|
||
There are six pipes altogether, and you have to blow them in exactly the
|
||
correct order or you'll be killed. The order is lower right, lower left,
|
||
lower middle, and upper middle. If you do it right, a massive wind will
|
||
start blowing in the chamber (6). As you try to escape, you'll be swept up
|
||
by the wind in a rather comical fashion. As you fly by the plants on the
|
||
ground, try to grab one and you'll pull yourself to safety. Head back out of
|
||
the room (15).
|
||
|
||
The final chamber is the Sense Chamber. As you enter, you'll realize you've
|
||
been struck completely senseless. Walk to the lower left of the room, then
|
||
to the upper left, then to the upper right. As you walk, you'll slowly
|
||
regain your senses. For some fun, click the Hand after you regain each
|
||
sense to get some interesting messages about what you're feeling, smelling,
|
||
or hearing. Once you reach the altar, use the Sense Ritual on it (6). This
|
||
will charge the spiky dendrites in the room with electricity. It's possible
|
||
to escape simply by timing your movements past the dendrites, but the
|
||
preferred method is to use your Rope and Grapnel on the stirrup at the top
|
||
middle of the room so you swing past the majority of them. Either time your
|
||
movements past the last few, or just run and take the damage and leave this
|
||
chamber (15).
|
||
|
||
All the remains is the Heart Ritual. Use it on the heart-shaped altar in the
|
||
center of the room (6) and an opening will appear in the ceiling. Use the
|
||
Rope and Grapnel to climb up to the opening, and you'll enter the Essence
|
||
Chamber (6).
|
||
|
||
Both Katrina and Ad Avis will be here, and you'll automatically begin the
|
||
final Ritual to summon the Dark One. Once you finish, the Dark One will begin
|
||
to awaken, and Ad Avis will seize the opportunity, blasting the platform
|
||
you're standing on. Katrina will take offense to this and blast Ad Avis with
|
||
a spell, officially severing the bonds of servant and master between them.
|
||
The two will battle for short while, but neither will gain any real ground.
|
||
Ad Avis then has the bright idea of attacking you instead. Katrina, not
|
||
wanting to let you die, jumps in the path of his Dragon Fire. While she
|
||
survives the spell, Avoozl, drawn by the incredible power of the spell, will
|
||
wrap a tentacle around her and consume her. Through Katrina's sacrifice, you
|
||
find the strength and determination to destroy Ad Avis for good and pull
|
||
yourself up onto your platform.
|
||
|
||
Pull out your most powerful weapon, the Staff of Erana. It seems that the
|
||
staff has read your intentions, for it transforms into a spear. Ad Avis will
|
||
mock you, telling you that he can simply block your throw. You need a
|
||
distraction. Click the Mouth on yourself and "Tell Ultimate Joke". Ad Avis
|
||
will be bent over in laughter. Now, THROW IT! Ad Avis will be impaled on the
|
||
spear and destroyed forever. The Staff will float back to you. Click it on
|
||
the massive crystal in the room and you'll free the spirit of Erana, who will
|
||
use the Rituals to banish Avoozl back to its own dimension, where it will
|
||
never threaten the world again. Her spirit passes on with the knowledge that
|
||
the two of you have saved the land of Mordavia (50). As a Paladin, Erana
|
||
has a special message for you for being super awesome.
|
||
|
||
Congratulations, Hero! You've saved the dark realm of Mordavia! Now, you're
|
||
are going to be called to Silmaria to face your ultimate quest.
|
||
|
||
******************************************************************************
|
||
9. THE WHOLE STORY AND EPILOGUE
|
||
******************************************************************************
|
||
|
||
Two generations ago, a darkness rose over the land of Mordavia. Amon Tillado
|
||
and the Cult of Chernovy had horrible designs for the world. He brought into
|
||
the cult the maddest of madmen that would listen to his rantings and ravings.
|
||
The current Boyar of Mordavia endorsed such activities to increase the charm
|
||
of his dreary valley.
|
||
|
||
Unfortunately, Amon Tillado made a slight error of accidentally dying before
|
||
his plans could come to fruition. With no one to lead the cult, the Boyar
|
||
thought that his valley's charm would be lost, which is why he took the reins
|
||
of the cult as its high priest. It was then that he heard the Call of Avoozl,
|
||
darkest of the Dark Ones, and answered it.
|
||
|
||
Suddenly, the cult had a purpose. They picked a cave on Mount Malign, and
|
||
began the summoning of the Dark One with the horrid Rituals. The Archmage
|
||
Erana, the Paladin Piotyr, and the armies of the nearby lands stormed the
|
||
cave. The armies fought with the strength of any well-trained body of
|
||
soldiers, but the cave was already changing to form the body of the Dark One,
|
||
and the cult along with it, to horrid slavering beasts. The armies fought
|
||
bravely, but the cult had the strength of the Dark One. Erana herself
|
||
clashed with the very will of Avoozl. With the combined energies of the
|
||
cult, the two fought to a near stalemate. Just as she was about to sacrifice
|
||
her own life to banish him back to the void from whence he came, Avoozl took
|
||
the initiative, preferring half-existence to complete banishing. He
|
||
destroyed Erana's body and took her spirit captive in his own essence. With
|
||
the spirit holding him, he could not fully enter this world, but his
|
||
influence was indeed upon the land. The cave was physically altered, and the
|
||
land was mutated, with horrid monsters roaming the area. The only one to
|
||
crawl from the cave was Piotyr, carrying the Staff of Erana. He placed the
|
||
Staff in a monument in the town, where it protects the town from monsters.
|
||
Thus would Mordavia live for several more decades.
|
||
|
||
Concurrently, eighty years before present day, Ad Avis, a young and arrogant
|
||
Wizard, approached the Dark Master, recently expelled from WIT, with dreams
|
||
of the unimaginable power of dark magic. What he didn't know was that
|
||
Katrina, the Dark Master, was a woman, and he despised women. He studied with
|
||
her, loathing every moment, and she gave him the mark of the Vampire. He
|
||
served her, always plotting the time he would take over as Dark Master.
|
||
|
||
Five years before present day, Katrina turned Ad Avis loose, where he became
|
||
vizier to the Emir Arus Al-Din. She moved into Castle Borgov, where she
|
||
began plotting on how she would release the Dark One. She caused heavy rains
|
||
to form the swamp in the pass into the valley so that no one could get in or
|
||
out. Once she released the Dark One, the world would be covered in darkness,
|
||
allowing her to roam free without worries about the sun.
|
||
|
||
Now, the Hero comes into play. Once he dealt with Ad Avis in Raseir, the
|
||
dark wizard was reborn as a Nosferatu. Ad Avis travels to Mordavia, a mere
|
||
slave to Katrina, now. He tells her of the Hero who killed him in the flesh.
|
||
She decides this Hero might be useful, which leads to our story. Following
|
||
the destruction of the Demon Wizard in Tarna, the two are able to use the
|
||
expulsion of magic to pinpoint the Hero's exact location.
|
||
|
||
After the events of this story, the dark magic surrounding Mordavia was
|
||
finally released. Erasmus and Fenris were finally able to locate the Hero
|
||
and summoned him to the kingdom of Silmaria, where his skills are needed. Ad
|
||
Avis is now destroyed forever. Dmitri is the new Boyar of Mordavia. The
|
||
swamp has cleared, and Mordavia is once more the peaceful land of its
|
||
forefathers. Katrina and Erana have died, but neither of their souls are
|
||
completely at rest.
|
||
|
||
******************************************************************************
|
||
10. MISCELLANY
|
||
******************************************************************************
|
||
==========
|
||
10A. FAQ =
|
||
==========
|
||
|
||
Q: Where can I find this game?
|
||
|
||
A: The entire Quest for Glory collection is available on "Good Old Games",
|
||
GOG.com.
|
||
|
||
Q: What's with the Blackbird?
|
||
|
||
A: This is an item purported to be of great wealth. There were many fakes
|
||
made of it. Whoever finds the real Blackbird is said to be holding a
|
||
Sultan's ransom.
|
||
|
||
Q: My game crashed as I was trying to slide down the path! I can't get to
|
||
the Mad Monk's tomb without the game crashing!
|
||
|
||
A: Hey hey HEY! Download the SCI patch fix at http://www.geocities.com/
|
||
TimesSquare/Arcade/7435/Downloads/Patches/qfg4.zip. Extract the contents of
|
||
the folder into your game's folder and you should be all set.
|
||
|
||
Q: My game just kicked me for no reason as I switched screens!
|
||
|
||
A: This has happened to me plenty of times. It occurs randomly, and
|
||
probably won't occur in the same place twice. Just be sure to save often
|
||
and have Autosave turned on.
|
||
|
||
Q: How can I find the formula that Dr. Cranium needs?
|
||
|
||
A: Fourteen years is a long time, and I'm sure this game qualifies quite
|
||
soundly as "abandonware". Here are the formulae to bypass the copy
|
||
protection. The first letter is the first letter of the formula (there's one
|
||
for each letter of the alphabet). The next five letters are the elements:
|
||
A = Air, E = Earth, F = Fire, P = Pizza, W = Water.
|
||
|
||
A-PPFWW, B-WFWEF, C-EWFPE, D-EFEFW, E-PEPAA, F-APFAP, G-PWWEE, H-EAPAE,
|
||
I-WEEWP, J-PPAPP, K-WAWPE, L-EEWEW, M-FEPFP, N-AFEAE, O-EFPEF, P-APPAW,
|
||
Q-WAFPA, R-FEFAE, S-WPEAA, T-PWAEW, U-FAPPP, V-AFEFA, W-EFEAF, X-AAWAW,
|
||
Y-APAWP, Z-WFFAW
|
||
|
||
Despite all this, you really should buy this series for real from GOG.com.
|
||
You'll get all the formulae in the manual files.
|
||
|
||
Q: I can't beat Ad Avis!
|
||
|
||
A: You have to do all the stuff necessary QUICKLY. Take out the staff.
|
||
Immediately tell the Ultimate Joke. Finish him off. Delay at all or do
|
||
something else and Ad Avis will just knock you off the platform and Avoozl
|
||
will rise.
|
||
|
||
=================
|
||
10B. Point List =
|
||
=================
|
||
|
||
All points are grouped in columns. The first column is for the Fighter, the
|
||
second for the Wizard, the third for the Thief, and the fourth for the
|
||
Paladin.
|
||
|
||
---
|
||
|
||
Beginning of the Game
|
||
|
||
2 2 2 2 Find Dagger on corpse
|
||
6 6 6 6 Light the Torch
|
||
15 15 15 15 Cross pit to exit cave
|
||
6 6 6 6 Get the Dark One Sign
|
||
|
||
---
|
||
|
||
Town of Mordavia
|
||
|
||
South Mordavia and Gates
|
||
|
||
6 Learn Frost Bite spell from Katrina
|
||
25 25 25 25 Save Tanya and get Erana's Staff
|
||
|
||
West Mordavia
|
||
|
||
2 Exit your room via the window at night
|
||
6 Help the gypsy escape from jail
|
||
2 2 2 2 Get Rubber Chicken from Punny Bones' room
|
||
15 15 15 15 Restore Punny Bones' humor
|
||
15 Show the Burgomeister Piotyr's Sword
|
||
|
||
North Mordavia
|
||
|
||
6 6 6 6 Enter Adventurer's Guild
|
||
2 2 2 2 Sign your name in the logbook
|
||
2 2 2 Get Rope and Grapnel
|
||
2 6 Learn Climbing
|
||
2 6 Use the stair-stepper
|
||
|
||
6 Enter Thieves' Guild
|
||
2 Get Guild Card
|
||
2 Get Lockpick
|
||
2 Learn to disarm traps from bookshelf
|
||
2 Get Thieves' Toolkit
|
||
2 Find Chief Thief
|
||
2 Turn Chief Thief back into a human
|
||
|
||
6 6 6 6 Enter the monastery
|
||
6 6 6 6 Rehydrate dry Domovoi
|
||
6 6 6 6 Open secret passage to basement
|
||
6 Get Blackbird
|
||
|
||
East Mordavia
|
||
|
||
6 6 6 6 Tell Nikolai about his wife Anna
|
||
|
||
6 6 6 6 Open Dr. Cranium's front door
|
||
2 2 2 2 Identify Antwerp
|
||
2 2 2 2 Catch an Antwerp
|
||
6 6 6 6 Solve Antwerp maze
|
||
6 6 6 6 Unlock Dr. Cranium's lab door
|
||
2 2 2 2 Identify Hexapod
|
||
2 2 2 2 Give Poison Cure formula
|
||
2 2 2 2 Give Healing Potion formula
|
||
2 2 2 2 Give Rehydration Solution formula
|
||
2 Learn Glide Spell
|
||
|
||
---
|
||
|
||
Mordavian Forest
|
||
|
||
2 Kill a Badder
|
||
2 Kill a Vorpal Bunny
|
||
2 Kill a Revenant
|
||
2 Kill a Wyvern
|
||
2 Kill a Necrotaur
|
||
2 Kill a Wraith
|
||
2 Kill a Chernovy Wizard
|
||
|
||
15 6 15 Destroy Wraith holding Heart Ritual
|
||
15 Chase away Faerie Folk and get Heart Ritual
|
||
|
||
15 15 15 15 Rescue Igor in the cemetery
|
||
6 Beat Janos' grave with Broom and defeat his Wraith
|
||
|
||
6 6 6 6 Enter crypt
|
||
6 6 6 6 Take secret passage to castle
|
||
6 6 6 6 Escape crypt
|
||
|
||
2 2 2 2 Enter the Gypsy Camp
|
||
2 2 2 2 Get a Tarot Reading from Magda
|
||
6 Learn Aura spell
|
||
|
||
2 2 2 2 Answer Leshy's name riddle
|
||
2 2 2 2 Answer Bonsai Bush riddle (return with the bush in hand)
|
||
2 2 2 2 Answer Rusalka riddle
|
||
2 2 2 2 Answer Baba Yaga riddle
|
||
2 2 2 2 Answer Elderbury Bush riddle
|
||
2 2 2 2 Answer final riddle
|
||
|
||
6 6 6 6 Convince Anna that she is a ghost
|
||
2 2 2 2 Get a hat from Nikolai after reuniting him and Anna
|
||
|
||
6 6 6 6 Plant Bonsai bush in Erana's Garden
|
||
6 Learn Protection Spell
|
||
|
||
6 6 6 6 Get Berries from the Elderbury Bush
|
||
|
||
6 6 6 6 Find Baba Yaga's Hut
|
||
6 6 6 6 Give Nikolai's Hat to Bonehead
|
||
6 6 6 6 Make Baba Yaga's Hut sit still
|
||
2 2 2 2 Make Bonemeal in mortar
|
||
6 6 6 6 Give Elderbury pie to Baba Yaga
|
||
6 Learn Hide spell from Baba Yaga
|
||
|
||
6 6 6 6 Get the Rusalka to like you
|
||
15 Free the Rusalka's spirit
|
||
|
||
6 6 6 6 Find the Mad Monk's tomb in the swamp
|
||
2 2 2 2 Open the Mad Monk's tomb and get the Bone Ritual
|
||
|
||
6 6 6 6 Capture Will o' Wisp on the Swamp Shore
|
||
15 15 15 15 Get the Bonsai Bush in the Squid Stone Area
|
||
6 6 6 6 Get Grue Goo in the Squid Stone Area
|
||
6 6 6 6 Open the Squid Stone and get the Sense Ritual
|
||
|
||
---
|
||
|
||
Castle Borgov
|
||
|
||
2 Enter the castle by front gate
|
||
2 Oil the door to great hall and listen in on the meeting
|
||
15 15 15 15 Give the Doll to Tanya
|
||
|
||
---
|
||
|
||
The Dark One's Cave
|
||
|
||
15 15 15 15 Reenter the Cave with the Rituals
|
||
4 Kill the Pit Horror (the last Borgov)
|
||
15 15 15 15 Get the Essence Ritual
|
||
6 6 6 6 Perform Bone Ritual
|
||
15 15 15 15 Escape from Bone Chamber
|
||
6 6 6 6 Perform Blood Ritual
|
||
15 15 15 15 Escape from Blood Chamber
|
||
6 6 6 6 Perform Breath Ritual
|
||
15 15 15 15 Escape from Breath Chamber
|
||
6 6 6 6 Perform Sense Ritual
|
||
15 15 15 15 Escape from Sense Chamber
|
||
6 6 6 6 Perform Heart Ritual
|
||
6 6 6 6 Make it into the Essence Chamber
|
||
50 50 50 50 Free Erana's Spirit and save Mordavia
|
||
|
||
===============================
|
||
10C. Frequently Missed Points =
|
||
===============================
|
||
|
||
Here are a bunch of deeds that people often miss, or seem to be easily
|
||
missed. Also, this section details parts of the game that you must do
|
||
properly to get full credit.
|
||
|
||
TRAP Times Two -
|
||
After identifying the Antwerp at Dr. Cranium's, make sure you go again to
|
||
identify the hexapod.
|
||
|
||
Inn and Out -
|
||
The Thief gets points for surreptitiously leaving his Inn via the window.
|
||
I guess it's good to have an alibi established.
|
||
|
||
You've Got Talents, Use Them! -
|
||
It's easy enough to prove the Gypsy's innocence for all classes by finding
|
||
Igor in the Cemetery, but the Thief should make sure to wait until night
|
||
and free the Gypsy from the Burgomeister's Office.
|
||
|
||
Why is a Raven Like a Writing Desk? -
|
||
Make sure you solve ALL of the Leshy's riddles. The easiest one to miss is
|
||
the bonsai bush riddle. It may seem more logical to get the bush, plant it,
|
||
then go back to the Leshy, but you'll only get full points if you get the
|
||
bush, THEN go back to the Leshy to solve the second riddle, then plant it
|
||
and move on.
|
||
|
||
Spell Correctly -
|
||
Protection and Hide aren't required to finish the game, so it's possible
|
||
to miss them. Protection is in Erana's Garden and should be obvious (go to
|
||
the walkthrough if you're clueless), and Hide is with Baba Yaga, in
|
||
exchange for a gruesome food item.
|
||
|
||
Storming the Castle -
|
||
It's possible to enter Castle Borgov through the crypt and not leave by it
|
||
(taking the Doll in the first time, then restoring Tanya in one trip), so
|
||
make sure to leave once as soon as you enter by shaking the Reaper's hand.
|
||
Additionally, for Fighters, make sure you bust down the front gate just
|
||
once, in addition to the whole crypt thing.
|
||
|
||
Black Gold, Texas Tea -
|
||
If you're a Thief, oil the door to the Great Hall from the stairwell east of
|
||
it. It doesn't matter when you do it or even if you listen to the
|
||
conversation in the next room, just do it.
|
||
|
||
==================
|
||
10D. Ways to Die =
|
||
==================
|
||
|
||
Anywhere:
|
||
|
||
Exhaust yourself
|
||
Starve yourself
|
||
Die from poisoning
|
||
Perform an action that hurts a bit repeatedly until you die
|
||
|
||
Battles:
|
||
|
||
Lose to a Vorpal Bunny
|
||
Lose to a Necrotaur
|
||
Lose to a Wyvern
|
||
Lose to a Badder
|
||
Lose to a Chernovy Wizard
|
||
Lose to a Revenant
|
||
Lose to a Wraith
|
||
Lose to the Pit Horror
|
||
|
||
Town of Mordavia:
|
||
|
||
Get caught while breaking into the Burgomeister's office (Thief)
|
||
Get caught whlie breaking into Nikolai's house (Thief)
|
||
Get eaten by the hectapus above the Monastery door
|
||
Get eaten by the Hexapod in the Monastery
|
||
Touch the little Statue in the Monastery basement (Thief)
|
||
Touch the book in the Monastery basement
|
||
Try to attack the Chief Thief while he's a monster (Thief)
|
||
Wait until the Gypsy Burning
|
||
Free the Gypsy, but don't rescue Igor for two days
|
||
|
||
Mordavian Wilderness:
|
||
|
||
Get drowned by the Rusalka
|
||
Attack the wolves in the Gypsy Camp
|
||
Cast an offensive spell on Baba Yaga's guard skulls
|
||
Don't tell Baba Yaga about the Gnome's humor the first time you meet her
|
||
Don't give Baba Yaga the pie when you have it
|
||
Get snagged by a grasping hand in the swamp
|
||
Get hit by the Elderbury Bush one too many times
|
||
|
||
Dark One's Cave:
|
||
|
||
Stand too close to the edge of the pit in the beginning
|
||
Get sizzled by the boiling blood
|
||
Get sucked up by the Breath Altar
|
||
Get zapped one too many times by the Sense Cave
|
||
Don't kill Ad Avis in time (rise of the Dark One)
|
||
|
||
==========================
|
||
10E. Conversation Topics =
|
||
==========================
|
||
|
||
These are the times when you have different conversations trees with
|
||
people. Note that there are spoilers in this section, too.
|
||
|
||
Katrina
|
||
First meeting outside Town Gates
|
||
Second meeting outside Town Gates
|
||
First meeting at Castle Gates
|
||
Second meeting at Castle Gates
|
||
After being trapped by her in her dungeon
|
||
After she asks why she shouldn't kill you
|
||
|
||
Burgomeister
|
||
Outside his office:
|
||
First meeting
|
||
Subsequent meetings
|
||
When Igor disappears
|
||
While Igor is still missing (second time and onward)
|
||
If Gypsy is busted loose (Thief only)
|
||
After Igor is found (first time)
|
||
After Igor is found (second time etc.)
|
||
After Nikolai disappears
|
||
After burning the Monastery
|
||
After saving Tanya
|
||
Inside his office:
|
||
First time inside
|
||
Subsequent meetings
|
||
When Igor disappears
|
||
After Gypsy is busted loose (Thief only)
|
||
After Igor is found
|
||
After Igor is found (second time etc.)
|
||
After Nikolai disappears
|
||
After returning Piotyr's Sword to him
|
||
|
||
Olga
|
||
First meeting
|
||
Subsequent meetings (she alternates Rumors each visit)
|
||
Note: She'll also bring up some other topics under Rumors as they
|
||
happen.
|
||
|
||
Yuri
|
||
First meeting
|
||
First night meeting
|
||
Subsequent meetings
|
||
After Igor is rescued
|
||
During Punny Bones' first performance
|
||
During Punny Bones' second performance
|
||
After saving Tanya (First time)
|
||
After saving Tanya (Subsequent times)
|
||
|
||
Bella
|
||
After Igor is rescued (won't talk to you earlier)
|
||
Subsequent meetings
|
||
After saving Tanya (First time)
|
||
After saving Tanya (Subsequent times)
|
||
|
||
Hans/Franz/Ivan
|
||
First meeting
|
||
First meeting at night
|
||
Subsequent meetings
|
||
When Igor goes missing (outside Burgomeister's)
|
||
Subsequent meetings outside Burgomeister's
|
||
When Igor goes missing (in the Inn)
|
||
After Igor is rescued
|
||
Subsequent meetings after Igor is rescued
|
||
After Tanya is saved
|
||
|
||
Punny Bones
|
||
First Performance
|
||
First meeting in his room
|
||
Subsequent Meetings in his room
|
||
After restoring his humor in his room
|
||
Second Performance
|
||
|
||
Igor
|
||
First meeting
|
||
Subsequent meetings
|
||
Meeting in the cemetery
|
||
After saving him (at his normal spot)
|
||
Subsequent meetings after saving him
|
||
After burning the monastery
|
||
|
||
Chief
|
||
First meeting
|
||
Subsequent meetings
|
||
After curing him
|
||
|
||
Nikolai
|
||
First meeting
|
||
Subsequent meetings
|
||
When talking to his ghost
|
||
|
||
Dr. Cranium
|
||
First visit
|
||
Visit on second day
|
||
Visit on third day
|
||
Visit on fourth day
|
||
Visit on fifth day
|
||
Subsequent visits
|
||
|
||
Boris
|
||
First visit
|
||
Two alternating topics for subsequent visits
|
||
|
||
Gypsy Davy
|
||
Visiting before he gets captured
|
||
Visiting him when he gets captured
|
||
While trying to free him (Thief)
|
||
First visit to camp when welcome (in Magda's wagon)
|
||
Second visit to camp (outside of Magda's wagon)
|
||
Second visit to camp (in Magda's wagon)
|
||
Third visit to camp (in Magda's wagon)
|
||
Subsequent visits to camp (in Magda's wagon)
|
||
After being Geased (in Magda's wagon)
|
||
Second visit after being Geased (in Magda's wagon)
|
||
|
||
Magda
|
||
First visit to camp when welcome
|
||
Second visit to camp
|
||
Third visit to camp
|
||
Subsequent visits to camp
|
||
After being Geased
|
||
Second visit after being Geased
|
||
|
||
Anna
|
||
First visit
|
||
Second visit
|
||
Subsequent visits
|
||
After you tell her she's a ghost
|
||
After being reunited with Nikolai
|
||
|
||
Rusalka
|
||
While she wants to drown you
|
||
After she likes you
|
||
Second visit after she likes you
|
||
Subsequent visits after she likes you
|
||
After you tell her her name
|
||
After you destroy Janos' Wraith
|
||
|
||
Bonehead
|
||
First visit
|
||
Second visit
|
||
After you give him the hat
|
||
After Baba Yaga tells you to make the pie
|
||
After Baba Yaga takes your pie
|
||
|
||
Baba Yaga
|
||
First visit
|
||
After you give her the pie
|
||
Any subsequent visits
|
||
|
||
Ad Avis
|
||
Encounter in the woods
|
||
In the Dark One Cave
|
||
|
||
******************************************************************************
|
||
11. STANDARD GUIDE STUFF
|
||
******************************************************************************
|
||
|
||
============
|
||
11A. Legal =
|
||
============
|
||
|
||
This FAQ was made 100% by me, Scott "CyricZ" Zdankiewicz. You may not take
|
||
it in whole or in part and claim it as your own. You may not alter it in any
|
||
way, even if you ask me first, and that includes putting it in HTML format.
|
||
Please don’t post this on your site unless you have express consent by me.
|
||
I’ve put a lot of time into this. Give me some credit.
|
||
|
||
Currently, the following sites have permission to post my FAQ:
|
||
|
||
www.gamefaqs.com
|
||
www.gamewinners.com
|
||
www.gamers-realm.com
|
||
|
||
========================
|
||
11B. E-mail Guidelines =
|
||
========================
|
||
|
||
If you wish to e-mail me, be sure to follow these guidelines.
|
||
|
||
- Make ABSOLUTELY sure I haven't already answered your question in the guide.
|
||
- Make sure it has something to do with Quest for Glory for God's sake. I
|
||
don't want spam, chain letters, offers for friendship. Compliment me on the
|
||
FAQ all you want, though.
|
||
- Make sure you say Quest for Glory at one point in your e-mail. I have more
|
||
than one FAQ, and asking a generic question such as "How do I save?" doesn't
|
||
tell me much.
|
||
- Spell correctly and use proper grammar, please. If I can't understand your
|
||
e-mail, it'll go to the junk pile.
|
||
|
||
==============
|
||
11C. Credits =
|
||
==============
|
||
|
||
CJayC, SBAllen, and all webmasters for having this on their sites.
|
||
|
||
Sierra, particularly Lori Ann and Corey Cole, for making such an
|
||
incredible series.
|
||
|
||
======================
|
||
11D. Version Updates =
|
||
======================
|
||
|
||
Version 1.2 - 6/15/12 - The series has been released on GOG.com and I was not
|
||
happy with how I wrote the guide, so I've pretty much rewritten the entire
|
||
set of walkthroughs. Yeah.
|
||
|
||
Version 1.1 - 3/25/05 - Hey hey! Download the patch and NO MORE ERROR 52!
|
||
|
||
Version 1.0 - 10/17/01 - Well, there you have it. I don't really intend to
|
||
do another version, unless something else comes up.
|
||
|
||
=====================
|
||
11E. The Final Word =
|
||
=====================
|
||
|
||
The fourth game in the series is a much darker and more mature scenario than
|
||
the others. The Hero first learns real loss, from the deaths of Erana and </span><span id="faqspan-7">
|
||
Katrina. If you can get past the bugs of this game, it's very enjoyable.
|
||
|
||
Be sure to check out my other guides for the Quest for Glory games, too! I
|
||
love this series! Did I mention that?
|
||
</span></pre>
|
||
</div>
|
||
|
||
<p class="ffaq_page">View in: <button id="printable" onclick="make_printable();">Text Mode</button></p>
|
||
|
||
|
||
<script type="text/javascript">
|
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|
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window.onhashchange = hashHasChanged;
|
||
|
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function hashHasChanged()
|
||
{
|
||
$(document).scrollTop(window.pageYOffset-130);
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}
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$().ready(function()
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$('.faq_bookmark_jumper').clone().appendTo('#faq_header_wrap');
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$('#faq_header_wrap').addClass('fixed');
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window.onscroll = function()
|
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if(window.pageYOffset>=150)
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|
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$('#faq_header_wrap').addClass('fixed');
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$('.top_link').addClass('fixed').css('display','block');
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else
|
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|
||
$('#faq_header_wrap').removeClass('fixed');
|
||
$('.top_link').removeClass('fixed').css('display','none');
|
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|
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|
||
|
||
|
||
$.each($('.ffaq img.imgnofloat'),function(){
|
||
var image = $(this);
|
||
if(image.attr('width')>400)
|
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|
||
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|
||
}
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|
||
|
||
|
||
var autobm = window.setInterval(function()
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||
{
|
||
if(window.pos==$(document).scrollTop() || window.autobmstop==true)
|
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clearInterval(autobm);
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else
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set_bookmark(1);
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});
|
||
|
||
|
||
$('img.imgresize').bind('click touch', function()
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{
|
||
if($(this).css('max-width')=='none')
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$(this).css({'width':'100%','max-width':'100%'});
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else
|
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$(this).css({'width':'auto','max-width':'none'});
|
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});
|
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|
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var timer, lastsearch;
|
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|
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$('body :not(#faq_search_results)').bind('click touch', function(e)
|
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{
|
||
if($('#faq_search_results').css('display')=='block')
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{
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e.stopPropagation();
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if($(this).attr('id')!='results_table' && $(this).attr('id')!='faq_search' && $(this).attr('id')!='faq_search_input' && $(this).attr('class')!='head' && $(this).attr('id')!='home_links')
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{
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dismiss_faq_search_results(0);
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}
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}
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});
|
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|
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$('#faq_search_input, .search_mobile').click(function(e)
|
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{
|
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e.preventDefault();
|
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if($(this).attr('class')=='search_mobile')
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{
|
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$('#faq_search_module').toggle();
|
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}
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$('#faq_search_module, #faq_search_results').addClass('fixed');
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$('#faq_header_wrap').addClass('search');
|
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|
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if($('#faq_search_results').css('display')!='block')
|
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{
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$('#faq_search_results').show();
|
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}
|
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if($('#results_table tr').length==0)
|
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$('.close_results').hide();
|
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$('#faq_search_input').focus();
|
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});
|
||
|
||
$('#faq_search_input').keyup(function()
|
||
{
|
||
if(lastsearch != $('#faq_search_input').val())
|
||
{
|
||
if(timer)
|
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clearTimeout(timer);
|
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lastsearch = $('#faq_search_input').val();
|
||
if($('#faq_search_input').val().length>=3)
|
||
{
|
||
$('#faq_search_results').show();
|
||
timer = setTimeout(function(){faq_search(14349, $('#faq_search_input').val())},150);
|
||
}
|
||
else
|
||
{
|
||
dismiss_faq_search_results(1);
|
||
}
|
||
}
|
||
});
|
||
|
||
function dismiss_faq_search_results(fixed)
|
||
{
|
||
$('#faq_search_results').hide();
|
||
$('#faq_search_overlay').fadeTo(200,0).remove();
|
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if(!fixed)
|
||
{
|
||
$('#faq_search_module, #faq_search_results').removeClass('fixed');
|
||
$('#faq_header_wrap').removeClass('search');
|
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if($('.search_mobile').is(':visible'))
|
||
$('#faq_search_module').toggle();
|
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}
|
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$('#results_table').empty();
|
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}
|
||
|
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function search_result(row)
|
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{
|
||
if($('#results_table tr[data-row="'+row+'"]').length>0)
|
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{
|
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var url = $('#results_table tr[data-row="'+row+'"]').attr('data-url');
|
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if(url.indexOf('search_highlight')>=0)
|
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eval(url);
|
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else
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